Game system, game apparatus, storage medium storing game program and game data exchange method

ABSTRACT

A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged.

CROSS REFERENCE TO PRIOR APPLICATIONS

This application is a continuation of application Ser. No. 15/399,875filed Jan. 6, 2017, now allowed, which is a continuation of applicationSer. No. 14/828,957 filed Aug. 18, 2015, now U.S. Pat. No. 9,550,117,which is a continuation of application Ser. No. 14/597,729 filed Jan.15, 2015, now U.S. Pat. No. 9,180,376, which is a continuation ofapplication Ser. No. 14/153,371 filed Jan. 13, 2014, now U.S. Pat. No.8,951,122, which is a continuation of application Ser. No. 13/835,063filed Mar. 15, 2013, now U.S. Pat. No. 8,647,205, which is acontinuation of Ser. No. 12/318,711 filed Jan. 7, 2009, now U.S. Pat.No. 8,469,818, which is a continuation of application Ser. No.10/830,085 filed Apr. 23, 2004, now U.S. Pat. No. 7,491,124, whichclaims priority to Japanese Application No. 2003-172432 filed Jun. 17,2003 and Japanese Application No. 2004-096954 filed Mar. 29, 2004, theentire contents of each of which are hereby incorporated by reference inthis application.

BACKGROUND OF THE INVENTION Field of the Invention

The present invention relates to a game system, a game apparatus, astorage medium storing a game program and a game data exchange method.More specifically, the present invention relates to a game systemprovided with a plurality of mobile game apparatuses which canradio-communicate with each other, a game apparatus, a storage mediumstoring a game program, and a game data exchange method.

Description of the Prior Art

In a conventional kind of game system, the game apparatus can exchangegame data by communicating with another game apparatus. For example,players who desire to exchange game data orally confirm exchangeconditions with each other, and then, if the exchange conditions arecoincident with each other, the game data is exchanged by connecting thegame apparatuses with a fixed-line cable.

An example of such a game system is disclosed in a Japanese PatentLaying-open No. 2003-23661, laid-open on Jan. 24, 2003. In a networkgame of the prior art, provided that card data and desired card data areset, and if the conditions are coincident with each other, the card dataare exchanged.

However, in the former example, there is a need to orally confirm theexchange condition, and therefore, the person with whom the userexchanges the game data is limited to the player's friend, hisacquaintance, etc. Thus, if only a few of the player's friends,acquaintances, etc. have the same game software the opportunity toexchange and exchangeable game data are limited; thus, it is almostimpossible to fully enjoy the exchange. That is, enjoyment of the gameis reduced.

Also, in the latter example, there is a need to connect with a networkin order to exchange the game data. This makes it impossible to exchangethe game data at any time with ease. However, there is a need to preparea server for exchange processing, and this increases the burden on theprovider of the service, including initial investment, running expenses,etc.

SUMMARY OF THE INVENTION

Therefore, it is a primary feature of the illustrative example toprovide a novel game system, game apparatus, storage medium storing agame program, and game data exchange method.

Furthermore, another feature of the illustrative embodiment is toprovide a game system, a game apparatus, a storage medium storing a gameprogram, and a game data exchange method that are able to exchange gamedata with ease and improve an entertainment aspect of the game.

A game system according to the present invention is constructed of aplurality of mobile game apparatuses and exchanges game data between therespective game apparatuses. Each game apparatus, comprises: a game datastorer for storing game data; a providing game data designator fordesignating providing game data that is allowed to be provided toanother game apparatus out of the game data stored in the game datastorer; an exchange condition setter for setting exchange condition dataindicative of an exchange condition that is a condition of game datadesired to be provided from said other game apparatus in exchange for aprovision of the providing game data to said other game apparatus; acommunicator for performing short-distance radio communication withanother game apparatus; an exchange desire transmitter for broadcastingby use of the communicator exchange desired data to other gameapparatus(es) without specifying a destination address; an exchangedesire receiver for receiving by use of the communicator the exchangedesired data from another game apparatus; and a game data exchanger forexchanging the game data with a specific game apparatus by use of thecommunicator, wherein a first game apparatus out of the plurality ofgame apparatuses transmits the exchange desired data by use of theexchange desire transmitter, and a second game apparatus out of theplurality of game apparatuses receives the exchange desired data, thegame data exchanger of the first game apparatus and the game dataexchanger of the second game apparatus determine, by communicating atleast one of attribute information relating to the providing game dataand the exchange condition data by use of the communicator, whether ornot the providing game data of the first game apparatus satisfies theexchange condition of the second game apparatus, and whether or not theproviding game data of the second game apparatus satisfies the exchangecondition of the first game apparatus, and exchange, in a case both ofthe exchange conditions are satisfied, the providing game data of thefirst game apparatus for the providing game data of the second gameapparatus.

More specifically, the game system is constructed of a plurality ofmobile game apparatuses (10: corresponding reference numeral in thedetailed description of the preferred embodiments described later.Hereinafter, the same is applied), and exchanges the game data betweenthe respective game apparatuses (10). Each game apparatus (10) isprovided with the game data storer (28 or 44) in which the game data isstored. The providing game data designator (20, 38, S45 to S57, S67)designates the providing game data that is the game data allowed to beprovided to another game apparatus (10) out of the game data stored inthe game data storer (28 or 44). For example, the game data that isallowed to be provided to another game apparatus (10) by the player isdesignated in response to an instruction from the player, or the gamedata to be provided to another game apparatus (10) is automaticallydesignated by the game program. The exchange condition setter (20, 38,S59 to S67) sets the exchange condition that is the condition of thegame data desired to be provided from said other game apparatus (10) inexchange for the provision of the providing game data to said other gameapparatus (10). Herein, the exchange condition is a condition todetermine the game data (providing game data and game data to beexchanged) to be provided from said other game apparatus (10) is thekind of the game data. For example, the game data desired to be providedfrom another game apparatus (10) is designated in response to aninstruction from the player, or is automatically designated by the gameprogram. The communicator (14) communicates with another game apparatus(10) by short-distance radio communication. The exchange desiretransmitter (20, S167, S197) broadcasts by use of the communicator (14)the exchange desired data (data indicative of being connectable) toother game apparatus(es) (10) without specifying the destinationaddress. The exchange desire receiver (20, S155, S185, S211) receives byuse of the communicator (14) the exchange desired data from another gameapparatus (10). The game data exchanger (20, S105 to S109, S135 to S139)exchanges the game data with a specific game apparatus (10) by use ofthe communicator (14).

For example, the first game apparatus out of the plurality of gameapparatuses (10) transmits the exchange desired data by use of theexchange desire transmitter (20, S167, S197), and the second gameapparatus out of the plurality of game apparatuses receives the exchangedesired data. The game data exchanger (20, S105 to S109, S135 to S139)of the first game apparatus and the game data exchanger (20, S105 toS109, S135 to S139) of the second game apparatus communicate at leastone of the attribute information (kind and level of the character)relating to the providing game data and the exchange condition data(kind and level of the character desired to be provided) by use of thecommunicator (14). Each of the game data exchangers (20, S105 to S109,S135 to S139) determines whether or not the providing game data of thefirst game apparatus satisfies the exchange condition of the second gameapparatus, and whether or not the providing game data of the second gameapparatus satisfies the exchange condition of the first game apparatus.Then, in a case that both of the exchange conditions are satisfied, theproviding game data of the first game apparatus and the providing gamedata of the second game apparatus are exchanged with each other. Morespecifically, the providing game data is erased from the player's owngame data storer (28 or 44); and by communicating with another gameapparatus (10) by use of the communicator (14), the providing game dataof said other game apparatus (10) is received and stored in the gamedata storer (28 or 44). That is, the game data storer (28 or 44) storesgame data generated or obtained through the play of the virtual game bythe player, or game data set in advance in the game program.

More specifically, in the case that the game data that is designated asthe providing game data in the first game apparatus satisfies theexchange condition set in the second game apparatus, and in the casethat the game data that is designated as the providing game data in thesecond game apparatus satisfies the exchange condition set in the firstgame apparatus, both of the game data are exchanged. As a method ofdetermining whether or not the exchange conditions are satisfied, thereare three methods (methods 1 to 3) as follows.

(1) Method 1

(a) The first game apparatus transmits the predetermined information ofthe providing game data of its own (e.g., kind and level of thecharacter of the providing game data) to the second game apparatus.(This may be individually transmitted by designating the second gameapparatus, or may be broadcasted without designating the second gameapparatus.)

(b) The second game apparatus receives the predetermined informationrelating to the providing game data of the first game apparatus so as tocompare the same with the exchange condition of its own. If thecondition is satisfied, the second game apparatus transmits thepredetermined information relating to the providing game data of its ownto the first game apparatus.

(c) The first game apparatus receives the predetermined informationrelating to the providing game data of the second game apparatus so asto compare the same with the exchange condition of its own. If thecondition is satisfied, both of the game data are exchanged between thefirst game apparatus and the second game apparatus.

(2) Method 2

(a) The first game apparatus transmits the exchange condition of its ownto the second game apparatus. (This may be individually transmitted bydesignating the second game apparatus, or may be broadcasted withoutdesignating the second game apparatus.)

(b) The second game apparatus receives the exchange condition of thefirst game apparatus so as to compare the same with the predeterminedinformation relating to the providing game data of its own. If thecondition is satisfied, the second game apparatus transmits the exchangecondition of its own to the first game apparatus.

(c) The first game apparatus receives the exchange condition of thesecond game apparatus so as to compare the same with the predeterminedinformation relating to the providing game data of its own. If thecondition is satisfied, both of the game data are exchanged between thefirst game apparatus and the second game apparatus.

(3) Method 3

(a) The first game apparatus transmits the predetermined information andexchange condition relating to the providing game data of its own to thesecond game apparatus. (This may be individually transmitted bydesignating the second game apparatus, or may be broadcasted withoutdesignating the second game apparatus.)

(b) The second game apparatus receives the predetermined information andexchange condition relating to the providing game data of the first gameapparatus so as to respectively compare the same with the predeterminedinformation and exchange condition relating to the providing game dataof its own. If the conditions are satisfied, both of the game data areexchanged between the first game apparatus and the second gameapparatus.

Another method except for the above-described three methods isapplicable, and it is appropriate that by communicating thepredetermined information of the providing game data and the exchangecondition between the first game apparatus and the second gameapparatus, that the providing game data of the first game apparatussatisfies the exchange condition of the second game apparatus isdetermined by at least the first game apparatus or the second gameapparatus, and that the providing game data of the second game apparatussatisfies the exchange condition of the first game apparatus isdetermined by at least the first game apparatus or the second gameapparatus. The same is applied hereunder.

According to the illustrative embodiment, it is possible to exchangegame data having coincident exchange conditions with each other byperforming short-distance radio communication; therefore, thiseliminates the trouble of negotiating with a player's acquaintance(s)for exchanging the game data, and so forth. That is, it is possible toexchange the game data with ease. Furthermore, since the person withwhom the player exchanges the game data is not limited to hisacquaintance, it is possible to exchange the game data with a number ofpeople, capable of increasing the possibility of exchanging the gamedata. In addition, the use of the mobile game apparatus and theshort-distance radio communication enables the possibility of exchangingthe game data to be increased if only the user goes to wherever peoplegather, capable of further increasing enjoyment of the exchange.Furthermore, a game data exchanging process is performed between thegame apparatuses, and this eliminates a need for preparing a server forthe exchange process, and reduces a burden such as initial investment,running cost, etc. for a provider of the game.

Another game system according to the present invention is constructed ofa plurality of mobile game apparatuses, and it exchanges game databetween the respective game apparatuses. Each game apparatus, comprises:a game data storer for storing game data; a providing game datadesignator for designating providing game data that is allowed to beprovided to another game apparatus out of the game data stored in thegame data storer; an exchange condition setter for setting exchangecondition data indicative of an exchange condition that is a conditionof game data desired to be provided from said other game apparatus inexchange for a provision of the providing game data to said other gameapparatus; a communicator for performing short-distance radiocommunication with another game apparatus; a connection establisher forperforming by use of the communicator a process to establish aconnection by a radio communication with a specific game apparatus; anda game data exchanger for exchanging the game data with the specificgame apparatus by use of the communicator, wherein in a first gameapparatus and a second game apparatus out of the plurality of gameapparatuses, the connection establisher of one game apparatus executes afirst connection establishing process by broadcasting connectionrequiring data for establishing a connected state with other gameapparatus which has received the connection requiring data, and theconnection establisher of the other game apparatus executes a secondconnection establishing process by receiving the connection requiringdata for establishing the connected state with the one game apparatuswhich has broadcasted the connection requiring data, and the game dataexchanger of the first game apparatus and the game data exchanger of thesecond game apparatus determine, by communicating at least one ofattribute information relating to the providing game data and theexchange condition data by use of the communicator, whether or not theproviding game data of the first game apparatus satisfies the exchangecondition of the second game apparatus, and whether or not the providinggame data of the second game apparatus satisfies the exchange conditionof the first game apparatus, and exchange, in a case both of theexchange conditions are satisfied, the providing game data of the firstgame apparatus for the providing game data of the second game apparatusby communicating between the first game apparatus and the second gameapparatus by use of the communicator.

More specifically, the game system is constructed of the plurality ofmobile game apparatuses (10) and exchanges the game data between therespective game apparatuses (10). Each game apparatus (10) is providedwith the game data storer (28 or 44) in which the game data is stored.The providing game data designator (20, 38, S45 to S57, S67) designatesthe providing game data that is allowed to be provided to another gameapparatus (10) out of the game data stored in the game data storer (28or 44). The exchange condition setter (20, 38, S59 to S67) sets theexchange condition data indicative of the exchange condition that is acondition of the game data desired to be provided from said other gameapparatus in exchange for the provision of the providing game data tosaid other game apparatus (10). The communicator (14) performsshort-distance radio communication with another game apparatus (10). Theconnection establisher (20, S81) performs by use of the communicator(14) a process to establish a connection by a radio communication with aspecific game apparatus (10). The game data exchanger (20, S105 to S109,S135 to S139) exchanges the game data with the specific game apparatus(10) by use of the communicator (14).

For example, with respect to the first game apparatus and the secondgame apparatus out of the plurality of game apparatuses (10), theconnection establisher (20, S81) of one game apparatus executes thefirst connection establishing process (20, S165 to S177, S195 to S207)by broadcasting the connection requiring data (for example, dataindicative of being connectable for establishing the connected statewith another game apparatus which has received the connection requiringdata), and the connection establisher (20, S81) of the other gameapparatus executes the second connection establishing process (20, S153to S163, S183 to S193, S209 to S217) by receiving the connectionrequiring data for establishing the connected state with the one gameapparatus which has broadcasted the connection requiring data. The gamedata exchanger (20, S105 to S109, S135 to S139) of the first gameapparatus and the game data exchanger (20, S105 to S109, S135 to S139)of the second game apparatus communicate at least one of the attributeinformation relating to the providing game data and the exchangecondition data between the first game apparatus and the second gameapparatus by use of the communicator (14). Thus, each of the game dataexchangers (20, S105 to S109, S135 to S139) determines whether or notthe providing game data of the first game apparatus satisfies theexchange condition of the second game apparatus, and whether or not theproviding game data of the second game apparatus satisfies the exchangecondition of the first game apparatus, and then, in a case that both ofthe exchange conditions are satisfied, exchanges the providing game dataof the first game apparatus for the providing game data of the secondgame apparatus by use of the communicator (14) by communicating betweenthe first game apparatus and the second game apparatus.

In the illustrative embodiment also, it is possible to exchange the gamedata with ease as in the above-described game system.

In one embodiment of the present invention, the game apparatus, furthercomprises: a game program storer for storing a game program; a gameprogram executer for generating the game data by executing the gameprogram; and a game data storing process for storing the game datagenerated by the game program executer in the game data storer. Morespecifically, the game apparatus (10) is provided with the game programstorer (42) for storing the game program. The game program executer (20,S21 to S41) generates the game data by executing the game program.Herein, the generation of the game data is, for example, to obtaincharacter data, item data, and so on according to the situation of thegame, to change the attribute information of the characters, and soforth. The game data storing process (20, S41) stores the game datagenerated by the game program executer (20, S21 to S41) in the game datastorer (28 or 44). That is, the character data, the item data, and theattribute information are recorded. Accordingly, it is possible toexchange the game data such as the character data and the like withease, capable of improving the entertainment aspect of the game.

In another embodiment of the present invention, the exchange conditiondata includes data for designating a kind of the game data desired to beprovided. More specifically, the exchange condition data (data stored inan exchange condition data storing area 282) includes the data (the kindof the character) for designating the kind of the game data desired tobe provided. Therefore, the game data such as the game character and thelike is exchanged for each kind.

In another embodiment of the present invention, the exchange conditiondata further includes an attribute value of the game data desired to beprovided. More specifically, the exchange condition data furtherincludes the attribute value (for example, the level of the character)of the game data desired to be provided, and therefore, it is possibleto exchange the game data by designating not only the kind of the gamedata, but also the attribute value such as the level of the character.

In a further embodiment of the present invention, the exchange desiretransmitter continuously broadcasts the exchange desired data. Morespecifically, the exchange desire transmitter (20, S167, S197)continuously broadcasts the exchange desired data, and therefore, it ispossible to continuously search another game apparatus that satisfiesthe exchange condition. In a case that the player moves with the gameapparatus of the present invention, another game apparatus that existswithin the communicable range is variable, and therefore, it is possibleto increase a possibility of exchanging the game data by continuouslysearching for another game apparatus.

In another embodiment of the present invention, the providing game datadesignator designates the providing game data according to aninstruction from a player. More specifically, the providing game datadesignator (20, 38, S45 to S57, S67) designates the game data accordingto an instruction from the player. That is, it is possible for theplayer to designate desired game data.

In another embodiment of the present invention, the providing game datadesignator is validated when a progress of a virtual game executed bythe game apparatus satisfies a predetermined condition. Morespecifically, when the progress of the virtual game executed by the gameapparatus (10) satisfies the predetermined condition (“YES” in stepS43), the providing game data designator (20, 38, S45 to S57, S67) isvalidated, and therefore, it is possible to enhance the user'senthusiasm for progress of the game, such as a game clear, level up, andso on.

In a further embodiment of the present invention, the exchange conditionsetter sets the exchange condition according to an instruction from aplayer. More specifically, the exchange condition setter (20, 38, S59 toS67) sets the exchange condition according to the instruction from theplayer; and therefore, it is possible for the player to set desired gamedata as the game data required to be provided.

In another embodiment of the present invention, the exchange conditionsetter is validated when a progress of a virtual game executed by thegame apparatus satisfies a predetermined condition. More specifically,when the progress of the virtual game executed by the game apparatus(10) satisfies the predetermined condition (“YES” in step S43), theexchange condition setter (20, 38, S59 to S67) is validated.Accordingly, it is possible to enhance player's enthusiasm for progressof the game, such as a game clear, level up, and so on.

In another embodiment of the present invention, the providing game datadesignator automatically designates, when a progress of a virtual gameexecuted by the game apparatus satisfies a predetermined condition, theproviding game data according to the predetermined condition. Morespecifically, when the progress of the virtual game executed by the gameapparatus (10) satisfies the predetermined condition (“YES” in stepS43), the providing game data designator (20, 38, S45 to S57, S67)automatically designates the providing game data according to thepredetermined condition. That is, the providing game data intended by adeveloper such as a programmer of the game, and the like isautomatically designated, and this eliminates the player's bother.Furthermore, which game data is designated is unknown to the player;thus, it is possible to increase unpredictability and enjoyment of theexchange.

In a further embodiment of the present invention, the exchange conditionsetter automatically sets, when a progress of a virtual game executed bythe game apparatus satisfies a predetermined condition, the exchangecondition according to the predetermined condition. More specifically,when the progress of the virtual game executed by the game apparatus(10) satisfies the predetermined condition (“YES” in step S43), theexchange condition setter (20, 38, S59 to S67) automatically sets theexchange condition according to the predetermined condition. That is,the exchange condition intended by a developer such as a programmer ofthe game, and the like, i.e., the game data required to be provided isautomatically designated, and this eliminates the player's bother.Furthermore, which game data is designated is unknown to the player, andthus, it is possible to increase unpredictability and enjoyment of theexchange.

In one embodiment of the present invention, the game data exchangerincludes an inquirer for inquiring of a player whether or not to performan exchange when it is determined that both of the exchange conditionsare satisfied. More specifically, the inquirer (18, 20, S128, S129)inquires of the player whether or not to perform the exchange when it isdetermined that both of the exchange conditions are satisfied. Afterinquiring of the player whether or not to perform the exchange, the gamedata is exchanged, and therefore, it is possible to prevent the gamedata not intended by the user from being erroneously exchanged.

In another embodiment of the present invention, the game apparatus,further comprises: a game program storer for storing a game program; anda game program executer for executing the game program, wherein when thegame program is executed by the game program executer, the gameapparatus is connected to said other game apparatus by the connectionestablisher and executes the exchange processing of the game data withsaid other game apparatus that satisfies both of the exchange conditionsby the game data exchanger. More specifically, the game apparatus (10)is further provided with the game program storer (42). The game programexecuter (20, S21 to S41) executes the game program. Then, when the gameprogram is executed by the game program executer (20, S21 to S41), thegame apparatus is connected said other game apparatus (10) by theconnection establisher (20, S81), and executes the exchange processingof the game data with said other game apparatus that satisfies both ofthe exchange conditions by the game data exchanger (20, S105 to S109,S135 to S139). Thus, the game data is exchangeable even during the game,and this keeps the player from being bored such as simply waiting forthe exchange of the game data. In addition, this eliminates a missedopportunity to exchange during the game.

In another embodiment of the present invention, when a progress of avirtual game by the game program executer satisfies a predeterminedcondition, the game apparatus is connected to said other game apparatusby the connection establisher and executes the exchange processing ofthe game data with said other game apparatus that satisfies both of theexchange conditions by the game data exchanger. More specifically, whena progress of a virtual game by the game program executer (20, S21 toS41) satisfies a predetermined condition, the game apparatus (10) isconnected to said other game apparatus (10) by the connectionestablisher (20, S81) and executes the exchange processing of the gamedata with said other game apparatus (10) that satisfies both of theexchange conditions by the game data exchanger (20, S105 to S109, S135to S139). Thus, it is possible to exchange the game data under theexchange condition according to the progress of the virtual game thatconstantly changes.

In a further embodiment of the present invention, the exchange desiretransmitter broadcasts at least one of the attribute relating to theproviding game data of its own and the exchange condition data. Morespecifically, the exchange desire transmitter (20, S167, S197)broadcasts at least one of the attribute information relating to theproviding game data of its own and the exchange condition data. Theattribute information relating to the providing game data and theexchange condition data are broadcasted to allow the information to beapplied to a number of game apparatuses, capable of promptly performinga process to determine whether or not the exchange condition issatisfied.

In another embodiment of the present invention, the providing game datadesignator is able to designate a plurality of providing game data, theexchange condition setter sets the exchange condition data in such amanner as to correspond to each of the providing game data, the gamedata exchanger of the first game apparatus and the game data exchangerof the second game apparatus exchange, when with respect to combinationsof respective ones of the providing game data of the first gameapparatus and respective ones of the providing game data of the secondgame apparatus, it is determined that first providing game data that isone of the providing game data of the first game apparatus satisfies theexchange condition brought into correspondence with second providinggame data that is one of the providing game data of the second gameapparatus, and it is determined that the second providing game datasatisfies the exchange condition brought into correspondence with thefirst providing game data, the first providing game data beingsatisfying the exchange condition for the second providing game data.More specifically, the providing game data designator (20, 38) is ableto designate the plurality of providing game data, the exchangecondition setter (20, 38) sets the exchange condition data in such amanner as to correspond to each of the providing game data, and the gamedata exchanger of the first game apparatus (20) and the game dataexchanger of the second game apparatus (20) compare for eachcombinations or sets of the respective ones of the providing game dataof the first game apparatus and the respective ones of the providinggame data of the second game apparatus. Then, when it is determined thefirst providing game data that is one of the providing game data of thefirst game apparatus satisfies the exchange condition brought intocorrespondence with the second providing game data that is one of theproviding game data of the second game apparatus, and it is determinedthat the second providing game data satisfies the exchange conditionbrought into correspondence with the first providing game data, thefirst providing game data and the second providing game data areexchanged with each other. That is, a number of providing game data canbe designated, capable of increasing a possibility of satisfying theexchange condition. Furthermore, the exchange condition is settable foreach providing game data, capable of realizing the exchange desired bythe player.

In another aspect of the illustrative embodiment, the game system,further comprising: a selector for selecting at least one of the gamedata stored in the game data storer; a game program storer for storing agame program; and a game program executer for executing the game programby causing the game data selected by the selector to appear in a virtualgame world, wherein the game data exchanger does not perform thedetermination whether or not the exchange condition is satisfied and theexchange of the providing game data with respect to the game dataselected by the selector out of the providing game data designated bythe providing game data designator. More specifically, the selector (20)selects at least one of the game data stored in the game data storer (28or 44). The game program storer (42) stores the game program, and thegame program executer (20) executes the game program by causing the gamedata selected by the selector (20) to appear in the virtual game world.Then, the game data exchanger (20) does not perform a determinationwhether or not the exchange condition is satisfied and the exchange ofthe providing game data with respect to the game data selected by theselector (20) out of the providing game data designated by the providinggame data designator (20, 38). It is noted that it is appropriate thatonly the determination whether or not the exchange condition issatisfied is not performed. This is because no determination isperformed that causes no exchange of the game data. Thus, the exchangeis not performed with respect to the game data used (appearing) in thevirtual game, causing no inconvenience.

In a further embodiment of the present invention, a game system, furthercomprising an identifying information exchanger for exchangingidentifying information of a game apparatus with the specific gameapparatus; and a presenter for presenting to the player the identifyinginformation of the specific game apparatus that satisfies both of theexchange conditions when the inquirer inquires of the player whether ornot to exchange. More specifically, the identifying informationexchanger (14, 20) exchanges the identifying information (UserName) ofthe game apparatus (10) with the specific game apparatus (10). Thepresenter (18, 20, S128) presents to the player the identifyinginformation of the specific game apparatus that satisfies both of theexchange conditions when the inquirer (18, 20, S128, S129) inquires ofthe player whether or not to exchange. It is possible to determinewhether or not to perform the exchange while confirming a person withwhom the exchange is performed, which is convenient. Specifically, theillustrative embodiment communicates with a number of game apparatusesby use of short-distance radio communication, and there are cases wherethe communication destination cannot be specified. Thus, it ismeaningful to know the information of the person to whom the game dataof player's own is applied.

In another embodiment of the present invention, the game apparatus,further comprises: a display; and an electric power control forcontrolling a power supply to the display, wherein the exchange desiretransmitter, the exchange desire receiver, and the game data exchangerexecute their processes while the power supply to the display issuspended by the electric power control, the electric power controlperforms the power supply to the display at a timing relating to aprocess of the game data exchanger, and the display displays informationrelating to the exchange. More specifically, the game apparatus (10) isprovided with the display (18). The electric power control (20, 22)controls the power supply to the display (18). The exchange desiretransmitter (20, S167, S197), the exchange desire receiver (20, S155,S185, S211) and the game data exchanger (20, S105 to S109, S135 to S139)executes their processes while the power supply to the display (18) issuspended by the electric power control (20, 22). Furthermore, theelectric power control (20, 22) starts (restart) the power supply to thedisplay (18) at a given timing (e.g., timing when another game apparatusthat satisfies the exchange condition is found, timing to inquire of theuser whether or not to perform the exchange, or timing when the exchangeis completed) relating to a process of the game data exchanger (20, S105to S109, S135 to S139). Thereupon, the display (18) displays theinformation relating to the exchange (information of the charactersatisfying the exchange condition possessed by other person, theinformation of the character lost through the exchange, user name of aperson with whom the exchange is performed, and so on). Thus, it ispossible to search a person who satisfies the exchange condition whilereducing power consumption.

In another embodiment of the present invention, the game apparatus,further comprises: an attachment that allows a game program, gameidentifying information that is identifying information of the gameprogram, and the game data are stored to be detached; a reader forreading, when the medium is attached to the attachment, the gameprogram, the game identifying information, and the game data from themedium; and a game identifying information exchanger for exchanging thegame identifying information read by the reader with the specific gameapparatus, wherein the game data exchanger exchanges the providing gamedata with the game data exchanger of the specific game apparatus when acoincidence of the game identifying information is indicated. Morespecifically, the game apparatus (10) is the attachment (40) beingdetachably attached with the medium (16) in which the game program, thegame identifying information (GameName) that is identifying informationof the game program, and the game data are stored. The reader (20, 22)reads the game program, the game identifying information, and the gamedata from the medium (16) when the medium (16) is attached to theattachment means (40). The game identifying information exchanger (14,20, 22) exchanges the game identifying information read by the reader(20, 22) with the specific game apparatus (10). The game data exchanger(20, S105 to S109, S135 to S139) exchanges the providing game data withthe game data exchanger (20, S105 to S109, S135 to S139) of the specificgame apparatus (10) when the coincidence of the game identifyinginformation is indicated (“YES” in S155, S185, S211). That is, it ispossible to determine the exchange condition with only the person whoexecutes the same game, reducing waste.

A game apparatus according to the present invention, comprising: a gamedata storer for storing game data; a providing game data designator fordesignating providing game data being game data that is allowed to beprovided to another game apparatus out of the game data stored in thegame data storer; an exchange condition setter for setting exchangecondition data indicative of an exchange condition that is a conditionof game data desired to be provided from said other game apparatus inexchange for a provision of the providing game data to said other gameapparatus; a communicator for performing short-distance radiocommunication with another game apparatus; an exchange desiretransmitter for broadcasting by use of the communicator exchange desireddata to other game apparatus(es) without specifying a destinationaddress; an exchange desire receiver for receiving by use of thecommunicator the exchange desired data from another game apparatus; anda game data exchanger for exchanging the game data with a specific gameapparatus by use of the communicator. The game data exchangerdetermines, by communicating with the specific game apparatus at leastone of attribute information relating to the providing game data and theexchange condition data by use of the communicator, in association withthe game data exchanger of the specific game apparatus whether or notthe providing game data of its own satisfies the exchange condition ofthe specific game apparatus, and whether or not the providing game dataof the specific game apparatus satisfies the exchange condition of itsown, and exchanges in a case that it is determined both of the exchangeconditions are satisfied, the providing game data of its own for theproviding game data of the specific game apparatus by communicating withthe specific game apparatus by use of the communicator.

More specifically, the game apparatus (10) is provided with the gamedata storer (28 or 44) in which the game data is stored. The providinggame data designator (20, 38, S45 to S57, S67) designates the providinggame data that is game data allowed to be provided to another gameapparatus (10) out of the game data stored in the game data storer (28or 44). The exchange condition setter (20, 38, S59 to S67) sets theexchange condition data indicative of the exchange condition that is acondition of the game data desired to be provided from said other gameapparatus in exchange for the provision of the providing game data tosaid other game apparatus (10). The communicator (14) performsshort-distance radio communication with another game apparatus (10). Theexchange desire transmitter (20, S167, S197) broadcasts by use of thecommunicator (14) the exchange desired data to other game apparatus(es)(10) without specifying the destination address. The exchange desirereceiver (20, S155, S185, S211) receives by use of the communicator (14)the exchange desired data from another game apparatus (10). The gamedata exchanger (20, S105 to S109, S135 to S139) exchanges the game datawith a specific game apparatus (10) by use of the communicator (14). Forexample, the game data exchanger (20, S105 to S109, S135 to S139)communicates with the specific game apparatus at least one of attributeinformation relating to the providing game data and the exchangecondition data by use of the communicator (14). Thus, game dataexchanger (20, S105 to S109, S135 to S139) determines in associationwith the game data exchanger (20, S105 to S109, S135 to S139) of thespecific game apparatus (10) whether or not the providing game data ofits own satisfies the exchange condition of the specific game apparatus(10), and whether or not the providing game data of the specific gameapparatus (10) satisfies the exchange condition of its own, andexchanges in a case that it is determined both of the exchangeconditions are satisfied, the providing game data of its own for theproviding game data of the specific game apparatus (10) by communicatingwith the specific game apparatus (10) by use of the communicator (14).

According to the illustrative embodiment, the above-described gamesystem can be constructed of the plurality of game apparatuses of thesame kind. That is, for a maker of the game apparatus, one kind of thegame apparatus suffices to be placed on the market. For the player also,merely purchasing one game apparatus enables communications with anyapparatus, and therefore, it is convenient for the player.

In one aspect of the present invention, a switch for alternatelyexecuting a process of the exchange desire transmitter and a process ofthe exchange desire receiver is further provided. More specifically, theswitch (20, S153, S165, S183, S195, S209) alternately switches theprocess of the exchange desire transmitter (20, S167, S197) and theprocess of the exchange desire receiver (20, S155, S185, S211).Therefore, it is possible to surely communicate with another gameapparatus, and exchange the game data.

In another aspect of the present invention, the switch alternatelyrepeats a first period for broadcasting the exchange desired data by theprocess of the exchange desire transmitter and a second period forattempting to receive the exchange desired data by the process of theexchange desire receiver, further comprising a period's length setterfor variably setting a length of at least one of the first period andthe second period. More specifically, the switch (20, S153, S165, S183,S195, S209) alternately repeats the first period and the second period.In the first period, the exchange desired data is broadcasted by theprocess of the exchange desire transmitter (20, S167, S197). In thesecond period, the exchange desired data is attempted to be received bythe process of the exchange desire receiver (20, S155, S185). Theperiod's length setter (20, S151, S181) variably (at random) sets thelength of at least one of the first period and the second period.

Herein, the game apparatus executing the process of the first period andthe game apparatus executing the process of the second period canestablish a connection with each other, and the game apparatus executingthe process of the first period and the game apparatus executing theprocess of the first period, or the game apparatus executing the processof the second period and the game apparatus executing the process of thesecond period cannot establish a connection with each other. Thus, ifthe first period and the second period are fixed, it becomes impossibleto establish a connection between the game apparatuses having thecoincident periods all the while. Thus, in the invention, at least oneof the first period and the second period are variably set and repeated;therefore, a repetition of the first period and the second period isnever constantly coincident among a plurality of game apparatuses.Accordingly, it is possible to surely communicate with another gameapparatus, and exchange the game data.

In another aspect of the illustrative embodiment, the switch alternatelyrepeats a first period for broadcasting the exchange desired data by theprocess of the exchange desire transmitter and a second period forattempting to receive the exchange desired data by the process of theexchange desire receiver, further comprising a period's starting pointsetter for variably setting a starting point of at least one of thefirst period and the second period. More specifically, the startingpoint of at least one of the first period and the second perioddescribed above is variably (at random) set. In this case also, it ispossible to surely communicate with another game apparatus, and exchangethe game data.

Another game apparatus according to the illustrative embodiment,comprises: a game data storer for storing game data; a providing gamedata designator for designating providing game data that is allowed tobe provided to another game apparatus out of the game data stored in thegame data storer; an exchange condition setter for setting exchangecondition data indicative of an exchange condition that is a conditionof game data desired to be provided from said other game apparatus inexchange for a provision of the providing game data to said other gameapparatus; a communicator for performing short-distance radiocommunication with another game apparatus; a connection establisher forperforming by use of the communicator a process to establish aconnection with a specific game apparatus by a radio communication; anda game data exchanger for exchanging the providing game data for gamedata of the specific game apparatus that satisfies the exchangecondition by use of the communicator. The connection establisherexecutes a first connection establishing process by broadcastingconnection requiring data for establishing a connected state withanother game apparatus which has received the connection requiring data,or executes a second connection establishing process by receiving theconnection requiring data that is transmitted from another gameapparatus for establishing the connected state with said other gameapparatus which has broadcasted the connection requiring data, and thegame data exchanger determines, by communicating with said other gameapparatus at least one attribute relating to the providing game data andthe exchange condition data by use of the communicator, in associationwith the game data exchanger of said other game apparatus, whether ornot the providing game data of its own satisfies the exchange conditionof said other game apparatus, and whether or not the providing game dataof said other game apparatus satisfies the exchange condition of itsown, and exchanges, in a case that it is determined both of the exchangeconditions are satisfied, the providing game data of its own for theproviding game data of said other game apparatus by communicating withsaid other game apparatus by use of the communicator.

In another game also, the above-described game system is constructed ofthe plurality of game apparatuses having the same kind as in the gameapparatus described above. That is, there is no need to place the gameapparatus having the first connection establishing processing functionand the game apparatus having the second connection establishingprocessing function on the market; one kind of the game apparatussuffices to be placed on the market. For the player also, merelypurchasing one game apparatus enables communications with any apparatus,being convenient for the player.

In one aspect of the illustrative embodiment, the game apparatus furthercomprises a switch that executes the first connection establishingprocess and executes the second connection establishing process foralternately executing the first connection establishing process and thesecond connection establishing process. Accordingly, it is possible toreliably communicate with another game apparatus, and exchange the gamedata as in the above-described game apparatus.

In another aspect of the illustrative embodiment, the switch alternatelyrepeats a first period for broadcasting the connection requiring data bythe first connection establishing process and a second period forattempting to receive the connection requiring data by the secondconnection establishing process, and further comprising a period'slength setter for variably setting a length of at least one of the firstperiod and the second period. Accordingly, it is possible to reliablycommunicate with another game apparatus, and exchange the game data asin the above-described game apparatus.

In the other aspect of the present invention, the switch alternatelyrepeats a first period for broadcasting the connection requiring data bythe first connection establishing process and a second period forattempting to receive the connection requiring data by the secondconnection establishing process, and further comprising a period'sstarting point setter for variably setting a starting point of at leastone of the first period and the second period. Accordingly, it ispossible to reliably communicate with another game apparatus, andexchange the game data as in the above-described game apparatus.

A storage medium storing a game program according to the illustrativeembodiment, and the game program is executed by each game apparatus in agame system that is provided with a plurality of mobile gameapparatuses. Each game apparatus, comprises: a processor; a game datastorer for storing game data; and a communicator for performingshort-distance radio communication with said other game apparatus. Thegame program makes the processor of the game apparatus execute: aproviding game data designating step for designating providing game datathat is allowed to be provided to another game apparatus out of the gamedata stored in the game data storer; an exchange condition setting stepfor setting exchange condition data indicative of an exchange conditionthat is a condition of game data desired to be provided from said othergame apparatus in exchange for a provision of the providing game data tosaid other game apparatus; an exchange desire transmitting step forbroadcasting by use of the communicator exchange desired data to othergame apparatus(es) without specifying a destination address; an exchangedesire receiving step for receiving by use of the communicator theexchange desired data that is transmitted from another game apparatus;and a game data exchange step for determining, by communicating with thespecific game apparatus at least one attribute relating to the providinggame data and the exchange condition data by use of the communicator, inassociation with said other game apparatus whether or not the providinggame data of its own satisfies the exchange condition of the specificgame apparatus, and whether or not the providing game data of thespecific game apparatus satisfies the exchange condition of its own, andexchanges, in a case that it is determined both of the exchangeconditions are satisfied, the providing game data of its own for theproviding game data of the specific game apparatus by communicating withthe specific game apparatus by use of the communicator.

Also in the storage medium storing the game program, it is possible toexchange the game data with ease as in the above-described game system.

In a storage medium storing a game program according to the presentinvention, the game program is executed by respective game apparatusesin a game system that is provided with the plurality of mobile gameapparatuses. Each game apparatus, comprises: a processor; a game datastorer for storing game data; and a communicator for performingshort-distance radio communication with another game apparatus. The gameprogram makes the processor of the game apparatus execute: a providinggame data designating step for designating providing game data that isallowed to be provided to another game apparatus out of the game datastored in the game data storer; an exchange condition setting step forsetting exchange condition data indicative of an exchange condition thatis a condition of game data desired to be provided from said other gameapparatus in exchange for a provision of the providing game data to saidother game apparatus; a connection establishing step for executing afirst connection establishing process by broadcasting connectionrequiring data for establishing a connected state with another gameapparatus which has received the connection requiring data, or executesa second connection establishing process by receiving the connectionrequiring data that is transmitted from another game apparatus forestablishing the connected state with said other game apparatus whichhas broadcasted the connection requiring data; and a game data exchangestep for determining, by communicating with said other game apparatus atleast one of attribute information relating to the providing game dataand the exchange condition data by use of the communicator, inassociation with said other game apparatus whether or not the providinggame data of its own satisfies the exchange condition of said other gameapparatus, and whether or not the providing game data of said other gameapparatus satisfies the exchange condition of its own, and exchanges, ina case that it is determined both of the exchange conditions aresatisfied, the providing game data of its own for the providing gamedata of said other game apparatus by communicating with said other gameapparatus by use of the communicator.

Also in the invention of the storage medium storing the game program, itis possible to exchange the game data with ease as in theabove-described another game system.

A game data exchange method according to the present invention isconstructed of a plurality of mobile game apparatuses, and is a gamedata exchange method of a game system for exchanging the game databetween the respective game apparatuses. Each game apparatus, comprises:a game data storer for storing game data; a providing game datadesignator for designating providing game data that is allowed to beprovided to another game apparatus out of the game data stored in thegame data storer; an exchange condition setter for setting exchangecondition data indicative of an exchange condition that is a conditionof game data desired to be provided from said other game apparatus inexchange for a provision of the providing game data to said other gameapparatus; a communicator for performing short-distance radiocommunication with another game apparatus; an exchange desiretransmitter for broadcasting by use of the communicator exchange desireddata to other game apparatus(es) without specifying a destinationaddress; an exchange desire receiver for receiving by use of thecommunicator the exchange desired data from another game apparatus; anda game data exchanger for exchanging the game data with a specific gameapparatus by use of the communicator, wherein (a) a first game apparatusout of the plurality of game apparatuses transmits the exchange desireddata by use of the exchange desire transmitter, and a second apparatusout of the plurality of game apparatuses receives the exchange desireddata, and (b) the game data exchanger of the first game apparatus andthe game data exchanger of the second game apparatus determine, bycommunicating at least one attribute relating to the providing game dataand the exchange condition data by use of the communicator, whether ornot the providing game data of the first game apparatus satisfies theexchange condition of the second game apparatus, and whether or not theproviding game data of the second game apparatus satisfies the exchangecondition of the first game apparatus, and exchange, in a case both ofthe exchange conditions are satisfied, the providing game data of thefirst game apparatus for the providing game data of the second gameapparatus.

Also in the invention of the game data exchange method, it is possibleto exchange the game data with ease as in the above-described gamesystem.

Another game data exchange method according to the illustrativeembodiment is constructed of a plurality of mobile game apparatuses, andis a game method of the game system for exchanging the game data betweenthe respective game apparatuses. Each game apparatus, comprises: a gamedata storer for storing game data; a providing game data designator fordesignating providing game data that is allowed to be provided toanother game apparatus out of the game data stored in the game datastorer; an exchange condition setter for setting exchange condition dataindicative of an exchange condition that is a condition of game datadesired to be provided from said other game apparatus in exchange for aprovision of the providing game data to said other game apparatus; acommunicator for performing short-distance radio communication withanother game apparatus; a connection establisher for performing by useof the communicator a process to establish a connection with a specificgame apparatus by radio communication; and a game data exchanger forexchanging the game data with the specific game apparatus by use of thecommunicator, wherein (a) in a first game apparatus and a second gameapparatus out of the plurality of game apparatuses, the connectionestablisher of one game apparatus executes a first connectionestablishing process by broadcasting connection requiring data forestablishing a connected state with other game apparatus which hasreceived the connection requiring data, and the connection establisherof the other game apparatus executes a second connection establishingprocess by receiving the connection requiring data for establishing theconnected state with the one game apparatus which has broadcasted theconnection requiring data, and (b) the game data exchanger of the firstgame apparatus and the game data exchanger of the second game apparatusdetermine, by communicating at least one of attribute informationrelating to the providing game data and the exchange condition data byuse of the communicator, whether or not the providing game data of thefirst game apparatus satisfies the exchange condition of the second gameapparatus, and whether or not the providing game data of the second gameapparatus satisfies the exchange condition of the first game apparatus,and exchange, in a case both of the exchange conditions are satisfied,the providing game data of the first game apparatus for the providinggame data of the second game apparatus by communicating between thefirst game apparatus and the second game apparatus by use of thecommunicator.

Also in the illustrative embodiment of the game data exchange method, itis possible to exchange the game data with ease as in theabove-described game system.

The above described objects and other objects, features, aspects andadvantages of the present invention will become more apparent from thefollowing detailed description of the illustrative embodiment when takenin conjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram showing one example of a mobile game apparatusutilized in a game system of an illustrative embodiment;

FIG. 2 is an illustrative view showing a memory map of a WRAM providedin a mobile game machine shown in FIG. 1;

FIG. 3 is an illustrative view showing a memory map of a backup RAMprovided in a cartridge shown in FIG. 1;

FIG. 4 is an illustrative view showing one example of a content of anexchange table stored in an exchange table data storing area in a WRAMshown in FIG. 3;

FIG. 5 is an illustrative view for explaining an outline of a gamesystem utilizing the mobile game apparatus shown in FIG. 1 embodiment;

FIG. 6 is an illustrative view for showing a flow in a case game dataare exchanged between a parent device and a child device in a gamesystem of the present invention;

FIG. 7 is a flowchart showing one example of a main flow of the mobilegame machine shown in FIG. 1;

FIG. 8 is a flowchart showing a part of a game process of the mobilegame machine shown in FIG. 1;

FIG. 9 is a flowchart showing another part of the game process of themobile game machine shown in FIG. 1;

FIG. 10 is a flowchart showing the other part of the game process of themobile game machine shown in FIG. 1;

FIG. 11 is a flowchart showing a further part of the game process of themobile game machine shown in FIG. 1;

FIG. 12 is a flowchart showing a part of a character exchange process ofthe mobile game machine shown in FIG. 1;

FIG. 13 is a flowchart showing another part of the character exchangeprocess of the mobile game machine shown in FIG. 1;

FIG. 14 is a flowchart showing the other part of the character exchangeprocess of the mobile game machine shown in FIG. 1;

FIG. 15 is a flowchart showing a further part of the character exchangeprocess of the mobile game machine shown in FIG. 1;

FIG. 16 is an illustrative view showing a method for setting a periodduring which the mobile game apparatus attempts to connect as a parentdevice and a period during which the mobile game apparatus attempts toconnect as a parent device in a case that the mobile game apparatusshown in FIG. 1 searches and connects the communication destination;

FIG. 17 is an illustrative view showing a parent device packet forbroadcasting from the parent device to the child device and a childdevice packet for transmitting from the child device to the parentdevice;

FIG. 18 is a flowchart showing a communication destination searching andconnecting process (1) of the mobile game machine shown in FIG. 1;

FIG. 19 is a flowchart showing a part of a communication destinationsearching and connecting process (2) of the mobile game machine shown inFIG. 1; and

FIG. 20 is a flowchart showing another part of the communicationdestination searching and connecting process (2) of the mobile gamemachine shown in FIG. 1.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

A radio communication game system to which the present invention isadapted uses a mobile game apparatus 10 as shown in FIG. 1 as anexample. In this embodiment, the mobile game apparatus 10 includes amobile game machine 12 such as a GameBoy Advance (Trademark), forexample, a radio communication unit 14 connected to a communicationconnector 46 of the mobile game machine 12, and a cartridge 16 connectedto a cartridge connector 40. That is, in this embodiment, the mobilegame apparatus 10 is constructed of the mobile game machine 12, theradio communication unit 14, and the cartridge 16.

The mobile game machine 12 shown in FIG. 1 includes a processor 20, andthe processor 20 includes a CPU core 22 and a boot ROM 24 relatedthereto, an LCD controller 26, a WRAM (working RAM: the same below) 28,a VRAM 30, and a peripheral circuit 32. The peripheral circuit 32includes a voice (sound) circuit, a DMA (Direct Memory Access) circuit,a timer circuit, an input/output interface (I/O), etc.

In an LCD 18 provided in a front surface of the mobile game machine 12,a displaying signal or an RGB signal in this embodiment is applied fromthe processor 20, and therefore, a game image is displayed in color onthe LCD 18. In addition, an audio signal is applied from the processor20 to the sound circuit 34, and voices or sound such as a game music anda sound effect is output by the audio signal. Furthermore, a cross keyand a start key, a select key, an A button and a B button providedsandwiching the LCD 18 in the front surface of the mobile game machine12 are congregated and shown as an operation switch 38, and an operationsignal from the operation switch 38 is input into the processor 20.Therefore, the processor 20 executes a process in accordance with aninstruction of a player applied through the operation switch 38.

Although not illustrated, an electric power is supplied to the LCD 18from a battery (primary battery or secondary battery), and by setting apredetermined register (LCD power supply register) to 0, the powersupply to the LCD 18 is suspended. Further, when the value of theregister is set to 1, the power supply to the LCD 18 is started(restarted). The LCD power supply register is provided within the WRAM28, and the value thereof is rewritten by the CPU core 22. That is, theCPU core 22 controls the start (on) and suspend (off) of the powersupply.

The mobile game machine 12 has the cartridge connector 40, and thecartridge 16 is connected or inserted into this cartridge connector 40.The cartridge 16 contains a ROM 42 and a backup RAM 44, and a gameprogram for a game (virtual game) to be executed in the mobile gamemachine 12, a game image (including a character image), etc. are set(stored) in the ROM 42 in advance. The ROM 42 also stores identifyinginformation (“Game Name” to be described later) for identifying the gameprogram to be stored in the ROM 42. The backup RAM 44 stores (saves)progressive data of the game and resultant data of the game.

The CPU core 22, when a power source of the mobile game machine 12 isturned on, executes a boot program stored in the boot ROM 24, andperforms a start-up process of the mobile game machine 12. Thereafter,the CPU core 22 executes a game program stored in the ROM 42 of thecartridge 16, and executes a game processing while storing in the WRAM28 temporary data being executed. Furthermore, image data generatedthrough the execution of the game program by the CPU core 22 is storedin the VRAM 30, and the image data stored in the VRAM 30 is output tothe LCD 18 by the LCD controller 26.

The mobile game machine 12 is further provided with the communicationconnector 46 to which a connector 48 of the radio communication unit 14is connected. It is noted that the mobile game machine 12 used in thisembodiment is GameBoy Advance (Trademark) as an example. In this case,the above-described cartridge connector 40 is a 32-pin connectorprovided at a far side on an upper surface when the LCD 18 is rendered afront surface (front face), and the communication connector 46 is a6-pin connector provided at a near side on an upper surface.

The radio communication unit 14 includes a baseband IC 50, and thebaseband IC 50 includes a ROM 52. The ROM 52 contains an OCD(One-Cartridge Download) program, and other programs, for example, andthe baseband IC 50 is operated according to these programs.

It is noted that the One-Cartridge Download program is a program fordownloading a program into the child device in an OC mode (one-cartridgemode: a mode in which a game cartridge is attached to the parent deviceonly, and the child device is operated in response to a download of achild device-use program from the parent device cartridge).

The radio communication unit 14 is further provided with an EEPROM 54;and a user's name, for example, is uniquely set to the EEPROM 54. Thebaseband IC 50 transmits game data transmitted via the connectors 46 and48 from the game machine 12 and data including the player's name of theEEPROM 54 to an RF (Radio Frequency)—IC 56, and the RF—IC 56 modulatesthe data, and transmits a radio wave from an antenna 58. However, theintensity of the radio wave is extremely weak, and is set to so small avalue that the user can use it without a license under Radio Law. Inaddition, this radio communication unit 14 is provided with a powercircuit 60. Typically, the power circuit 60 is a battery, and supplies aDC (direct-current) power source to each component of the radiocommunication unit 14.

In addition, in the radio communication unit 14, the radio wavetransmitted from another mobile game apparatus is received by theantenna 58, demodulated by the RF-IC 56, and a demodulated signal isinput into the baseband IC 50. Therefore, the baseband IC 50 decodes thedemodulated signal, decodes the data, and transmits the data to themobile game machine 12, i.e., the WRAM 28 via the connectors 48 and 46.

FIG. 2 shows a memory map of the WRAM 28. In this embodiment, the WRAM28 includes a providing character information area 280, an exchangecondition data area 282, a character data area 284, and an exchangetable storing area 286.

The providing character information area 280 stores information(character's kind, level, etc.) with respect to a character that isselected to be provided to another player or a user (hereinafter, may bebriefly referred to as “player”) out of game characters (hereinafter,may be briefly referred to as “character”) possessed by one player.Herein, providing character information 1 is information indicative of akind of a providing character, and providing character information 2 isinformation indicative of a level of the providing character.Furthermore, data stored in the providing character information area 280is for copying and storing data of the providing character out of datastored in the character data area 284, and in a game data exchangeprocessing, directly referring to the character data area 284 eliminatesthe need for another providing character information storing area.

A character to be provided to another player out of the possessedcharacters is selected by inputting (designating) by use of theoperation switch 38 of the player, or automatically selected on thebasis of progress of the game.

The exchange condition data area 282 stores information (character'skind, level, etc.) relating to a character required to be provided fromanother player as an exchange condition. The kind of the character isset to an exchange condition 1, and the level thereof is set to anexchange condition 2. The exchange condition is input (designated) byuse of the operation switch 38 of the player or automatically determinedon the basis of the progress of the game.

The character data area 284 stores information (character information)with respect to characters (characters having character names of“Mario”, “Luigi”, “Koopa”, “Peach”, etc. in this embodiment) possessedby the player for each character. The player advances in an adventurewhile capturing characters that exist in a game world and taking theminto his party in a virtual game world. Information relating to thecharacters thus captured or taken into his party is stored in thecharacter data storing area 284. As can be understood from FIG. 2, thecharacter information includes the kind and level of the character andan attribute value of the character, i.e., a life force (life) and anoffensive power (hit point). For example, the character data area 284stores first character information data 284 a, and a second characterinformation data 284 b in this embodiment. If the player possesses morethan three characters, third character information data, forth characterinformation data, etc. may be stored successive to the abovedescription.

The character information data (data in the character data area 284) isupdated at any time in correspondence with the progress of the game. Forexample, when capturing a new character, the character information withrespect to the new character is added. Furthermore, in a case of a levelup the character that has already been captured, a value of the level ofthe character is updated.

In addition, the character information data is stored (saved) in thebackup RAM 44 in response to an instruction of the player, or inaccordance with the progress of the game. Therefore, in a case ofresuming the game from the portion that the player last played, thecharacter information data stored in the backup RAM 44 is read, andwritten (loaded) to the character data area 284.

FIG. 3 shows a memory map of the backup RAM 44. As described above, thebackup RAM 44 stores the saved game data, i.e., the characterinformation data. In this embodiment, the backup RAM 44, for example,stores the first character information data 284 a and the secondcharacter information data 284 b.

Returning to FIG. 2, the exchange table storing area 286 stores a tableby which the game data is exchanged when the progress of the game in thevirtual game satisfies a predetermined condition. In the table, as shownin FIG. 4, an exchange starting condition, an exchange ending condition,providing character designating data, required character designatingdata are stored in correspondence to the progress of the virtual game.With reference to the table, the providing character and the exchangecondition are set to correspond to the progress of the virtual game, andthis makes it possible to exchange the game data.

The exchange starting condition is a condition for starting the exchangeof the game data, and satisfying the condition causes a state in which apredetermined character becomes exchangeable as described later. Forexample, as the exchange starting condition, acquiring (obtaining) aspecific item, defeating a specific enemy character (non-playercharacter whose action and movement are controlled according to a gameprogram regardless of an operation of the player), saving a specificnon-player character (non-player character except for the enemycharacter), complying with such the non-player character, setting in aspecific month and day (it is possible if one of them), coming at aspecific hour, and so forth are relevant in this embodiment.

As the exchange ending condition, the specific month and date (it ispossible if one of them, and determined in correspondence with theexchange starting condition), and the specific hour are relevant. It isnoted that in the exchange table, an item indicated by a cross barrequires no specific exchange ending condition, and with respect to theitem, exchanging the characters signals the end of the exchangingprocess.

The designating data of the providing character is data for setting theproviding character, and includes items (conditions) of the kind andlevel of the character to be provided. In the item of the kind, the kind(name of the character in this embodiment) of the providing character isdescribed, and in the item of the level, the level of the correspondingcharacter is described. It is determined whether or not a character thatsatisfies the condition (kind and level) out of the possessed charactersis present on the basis of the above description, and in a case that thecharacter that satisfies the condition is present, the character isselected as the providing character, and the information (kind and levelof the character, etc.) with respect to the character is stored in theabove-described providing character information area 280. It is notedthat the character to be provided can be designated at player'sdiscretion. In this case, a character designated at player's discretionout of the possessed characters is selected as the providing character,and the information with respect to the character is stored in theabove-described providing character information storing area 280.

It is noted that as to the exchange table, in a case the player candesignate the kind and the level, a description is “at player'sdiscretion” while in a case of not being designated especially, thedescription is “no designation”. This is true hereunder.

The designating data of the required character is data for setting theexchange condition, and includes items (conditions) of the kind andlevel of the character required to be provided from another player. Inthe item of the kind, the kind (name of the character in thisembodiment) of the character to be required is described, and in theitem of the level, the level of the corresponding character isdescribed. Then, the exchange condition is determined on the basis ofthe description. It is noted that the kind of the character to berequired can be designated at player's discretion. Furthermore, in acase of not being designated especially as to the level, it is possiblethat a level more than that of the providing character is designated,and it is possible that the level is designated at player's discretion.The exchange condition thus determined is stored in the exchangecondition data area 282.

More specifically, with reference to the exchange table, in number 1,the exchange starting condition is “acquiring a specific item”, and theexchange ending condition is not especially described. As a condition ofthe providing character, the kind is “Mario”, and the level thereof is“5”. As a condition of the required character, the kind is “Koopa”, andthe level thereof is “5”. That is, when the player character acquiresthe specific item in the game world, having Mario at level 5 isexchangeable for Koopa at level 5 possessed by another player. In thiscase, in the providing character information storing area 280, “Mario”is set to the kind of the providing character, and “5” is set to thelevel thereof. Then, in the exchange condition storing area 282, “Koopa”is set to the kind of the required character, and “5” is set to thelevel thereof.

Furthermore, in number 4, the exchange starting condition is “specificmonth and day (April 10)”, and the exchange ending condition that iscorrelated with the exchange starting condition is “specific month andday (April 15). As the condition of the providing character, the kind is“Koopa”, and the level thereof is “10 or more”. As the condition of therequired character, the kind of the character is “at player'sdiscretion”, and the level thereof is “more than the level of theproviding character”. That is, the mobile game machine 12 of the presentinvention is provided with a timer, and a date of the game world isgoverned by the timer. Then, during April 10 and April 15 in the gameworld, a player who possesses a Koopa of level 10 or more is allowed toexchange it with an arbitrary character having a level more than that ofthe Koopa. For example, a player who possesses a Koopa of level 15 candesire to exchange it with a Luigi having a level more than the level15. In this case, in the providing character information storing area280, “Koopa” is set to the kind of the providing character, and “15” isset to the level thereof. Then, in the exchange condition data storingarea 282, “Luigi” is set to the kind of the required character, and “15or more” is set to the level thereof.

Such an exchange table, determined in advance by a developer such as aprogrammer, etc., is stored in the ROM 42 of the cartridge 16 (althoughnot illustrated), and loaded into the WRAM 28 at a time or as necessaryafter a main power source of the mobile game machine 12 is turned on.The providing character and the exchange condition (required character)are automatically set with reference to the exchange table, but a partor all of them can be set at player's discretion.

It is noted that the exchange table shown in FIG. 4 is a simpleillustration, and there is no need to be restricted thereto.

For example, in the game system of this embodiment, at least two mobilegame apparatuses 10 shown in FIG. 1 are utilized and communicate witheach other, and whereby, a player of each mobile game apparatus 10 canenjoy playing the communication game. That is, a dotted line 64 in FIG.5 indicates a communicable range (a range capable of making acommunication) of a user's mobile game apparatus 62, and the mobile gameapparatus 62 can communicate (radio-communicate) the mobile gameapparatus existing within the communicable range 64. This communicablerange 64 is a range capable of performing a data communication betweenthe parent device and the child device by the above-described weak radiowave, and any of a plurality of the mobile game apparatuses existingwithin the communicable range 64 can arbitrarily become the parentdevice or the child device.

It is noted that in FIG. 5, a manner in which mobile game apparatuseshaving the user's names as “Taro”, “Ichiro”, and “Jiro” exist within thecommunicable range 64 of the user's mobile game apparatus 62, and theuser's mobile game apparatus 62 radio-communicates with the mobile gameapparatus having the user's name of “Jiro” is displayed.

An operation of the mobile game apparatus 62 for applying for an entryto another mobile game apparatus existing within the communicable range64 so as to enjoy playing the communication game between a plurality ofthe game apparatuses is not an essential content of the presentinvention, and therefore, a detailed description thereof is omittedherein.

When two or more mobile game apparatuses are communicably connected, theplayer of each mobile game apparatus can enjoy playing the communicationgame described above. It is noted that it is needless to say that eachplayer can enjoy playing the game by use of the mobile game apparatus ofhis own, that is, without communicating or individually. It is notedthat a mode in which a game is played with communication or individuallyis referred to as a game mode hereunder.

In addition, the mobile game apparatus 62 can exchange the game data,i.e., the character information data with any one of the mobile gameapparatuses exist within the communicationable range 64. Briefly, withrespect to the user's mobile game apparatus 62, if in a state that itspower source is turned on, and the game is not played (the game is notstarted or the game is over), that is, it is not in the game mode, anexchange mode of the characters can be set.

In an exchangeable state of the exchange mode, the mobile game apparatus62 searches another game apparatus that exists within the communicablerange 64 and is similarly in the exchangeable state. At this time, themobile game apparatus 62 alternately repeats a process of searching thechild device as the parent device and a process of searching the parentdevice as the child device. Then, when finding another communicablemobile game apparatus, the radio communication attempts to establish theconnected state (communicated state). A description of the searching andconnecting process is made in detail later (see FIG. 16 to FIG. 20).

When the connected state is established with another mobile gameapparatus described above, the user's mobile game apparatus 62 exchangesthe providing character information (kind information and levelinformation of the providing character) and exchanges conditions witheach other, and determines whether or not the exchange conditions arecoincident (matched) with each other. In a case that the exchangeconditions are coincident, both of the data of the providing characterare exchanged.

FIG. 6 is an illustrative view showing a flow of an exchange between twomobile game apparatuses (parent device and child device) in a case thatthe exchange conditions are coincident with each other. Referring toFIG. 6, when the connected state is established between the parentdevice and the child device, the child device transmits to the parentdevice providing character information 1 and providing characterinformation 2 of its own. When receiving the providing characterinformation 1 and the providing character information 2 of the childdevice, the parent device respectively compares them with the exchangeconditions 1 and 2 of its own, and determines whether or not they arecoincident with each other. If each of them is coincident, that is, ifthe providing character information 1 and the providing characterinformation 2 of the child device satisfy the exchange condition 1 andexchange condition 2 of the parent device, the parent device transmitsan exchange request to the child device, and further transmits theproviding character information 1 and providing character information 2of its own to the child device.

When receiving the providing character information 1 and providingcharacter information 2 of the parent device, the child devicerespectively compares them with the exchange conditions 1 and 2 of itsown, and determines whether or not they are coincident. If each of themis coincident, that is, if the providing character information 1 and theproviding character information 2 of the parent device satisfy theexchange condition 1 and exchange condition 2 of child device's own, theexchange conditions are satisfied, and the child device transmits to theparent device an exchange response.

Thereupon, the parent device receives the exchange response, andtransmits to the child device the character information data of its ownproviding character (for convenience in writing, referred to as“character A” in FIG. 6). Then, the child device transmits to the parentdevice the character information data of its own providing character(for convenience in writing, referred to as “character B” in FIG. 6).Thus, the exchange of the characters is executed between the parentdevice and the child device.

It is noted that in this embodiment, as shown in FIG. 6, the parentdevice and the child device transmit the providing character informationto each other, and then, each of the mobile game apparatuses receivingit determines whether or not the exchange condition is satisfied.However, one mobile game apparatus (e.g., child device) transmits toother mobile game apparatus (e.g., parent device) the providingcharacter information and exchange condition of its own, and then, theparent device may determine whether or not the exchange condition issatisfied at a time.

Furthermore, in this embodiment, as shown in FIG. 6, the child devicetransmits the providing character information, then, the parent devicewhich has received the same determines whether or not the exchangecondition of its own is satisfied, and if it is determined that thecondition is satisfied, the exchange request is transmitted. This isdone to eliminate a needless communication. Specifically, if thecondition is not satisfied, the exchange of the characters isinterrupted as it is. That is, the providing character is nottransmitted from the parent device.

In addition, as described above, the image data of each character isstored in the ROM 42 of the cartridge 16, and although in order toefficiently lessen a time taken for the communication by reducing a dataamount to be received and transmitted, an identifying number fordesignating the kind of the character is exchanged at a time ofexchanging the characters in this embodiment, image data, and the likeof the character to be exchanged is exchangeable.

In embodiments to be described later with reference to FIG. 7 et seq.,an exchange process is executed in parallel with executing the game playwithout discriminating a game mode from an exchange mode. That is,during the game play, another game apparatus satisfying the exchangecondition is searched, and when finding another game apparatussatisfying the exchange condition, an exchange process of the game datais performed. Thus, this makes it possible to play the game whilesearching for another game apparatus that satisfies the exchangecondition, keeping the player from being bored.

More specifically, the processor 20 or the CPU core 22 of the mobilegame machine 12 performs a process according to a flowchart shown inFIG. 7. When the main power source of the mobile game machine 12 isturned on, the CPU core 22 starts the process, and turns an exchangeableflag off (set to 0) in step S1. Next, in step 3, an attribute value ofeach character (character possessed in an initial state) such as alevel, a life, and an offensive power is initialized. It is noted thatthe process in step S3 is a process performed only when playing the gameat first time, and is not performed when playing after the second time.

In the following step, step S5, a game process (see FIG. 8 to FIG. 11)described later in detail is executed. It is determined whether or notthe exchangeable flag is turned on (=1) in step S7. If “NO” in step S7,that is, if the exchangeable flag is turned off (=0), determining thatit is impossible to exchange the characters, the process directlyreturns to step S5.

On the other hand, if “YES” in step S7, that is, if the exchangeableflag is turned on (=1), determining that it is possible to exchange thecharacters, a character exchange process (FIG. 12 to FIG. 15) describedlater is executed in step S9, and then, the process returns to step S5.

As shown in FIG. 8, when the game process is started, it is determinedwhether or not a battle is started in step S21. That is, it isdetermined whether or not to shift to a battle scene. Although notillustrated, when a leading character (player character) encounters anopponent character (enemy character), the battle scene is started. If“NO” in step S21, that is, if the battle is not started, the processproceeds to step S43 shown in FIG. 10. On the other hand, if “YES” instep S21, that is, if the battle is started, a battle processing isexecuted in step S23, and an experienced value of a character thatenters the battle out of characters possessed by the player character isincreased in step S25.

It is noted that some of the plurality of characters stored in thecharacter data area 284 are selected by the player before the game, andin the game processing shown in FIG. 8, the selected characters areused.

Furthermore, it is noted that although not illustrated in detail, in thebattle processing in step S23, for example, the characters possessed bythe player character and the enemy character are attacked with eachother. In the battle processing, an offensive turn is alternatelychanged between the player character and the enemy character. Then, whenthe life of all the characters possessed by the player character or theenemy character is ended (becomes 0), the battle is ended.

In addition, the reason why the experienced value of the character thatenters the battle out of the characters possessed by the playercharacter is increased in step S25 is based on the premise that theplayer character wins the battle. It is noted that if the playercharacter loses the battle in the battle processing, the game is ended(game over), and then, the game processing is directly ended (returned).

Next, in succeeding step S27, it is determined whether or not theexperience value of a certain character is more than a predeterminedvalue. That is, it is determined whether or not the character having theexperience value more than the predetermined value out of the characterspossessed by the player character is present. Herein, the predeterminedvalue is a value set by a developer such as a programmer, etc. inadvance, and is updated according to the progress of the game ordepending on the level of the character.

If “NO” in step S27, that is, if the experienced value of the characteris not more than the predetermined value, the process directly proceedsto step S38 shown in FIG. 9. On the other hand, if “YES” in step S27,that is, if the experienced value of the character is more than thepredetermined value, the character is leveled up, and the life andoffensive power thereof are increased in step S29. That is, thecharacter information data with respect to the character stored in thecharacter data area 284 of the WRAM 28 is updated.

In succeeding step S31, it is determined whether or not the character isset to the providing character. If “NO” in step S31, that is, if thecharacter is not set to the providing character, the process directlyproceeds to step S35 shown in FIG. 9. However, if “YES” in step S31,that is, if the character is set to the providing character, the data ofthe providing character information 2 stored in the providing characterinformation area 280 of the WRAM 28 is updated, that is, the data of thelevel is updated in step S33, and then, the process proceeds to stepS35. This is because when the level of the character data that is set tothe providing character is increased, the providing characterinformation is required to be changed correspondingly.

In step S35 shown in FIG. 9, it is determined whether or not theexchange condition 2 is based on the providing character information 2.That is, it is determined whether or not the level of the requiredcharacter is determined based on the level of the providing character.For example, in this embodiment, as in number 4 and number 5 of theexchange table shown in FIG. 4, if the level indicated by the exchangecondition 2 and the level indicated by the providing characterinformation 2 are coincident with each other, a case of exceeding thelevel is applied. If “NO” in step S35, that is, if the exchangecondition 2 is not based on the providing character information 2, theprocess directly proceeds to step S38. However, if “YES” in step S35,that is, if the exchange condition 2 is based on the providing characterinformation 2, the data of the exchange condition 2 stored in theexchange condition data storing area 282 of the WRAM 28 is updated instep S37, and then, the process proceeds to step S38. For example, ifnumber 4, a Koopa of level 15 is set to the providing character, andwhen the Koopa is leveled up to a level 16, the data of the exchangecondition 2 is changed from “level 15 or more” to “level 16 or more”.

In step S38, a processing of the virtual game except for the battleprocessing is performed. For example, a processing of moving the playercharacter and the enemy character in the virtual game world, aprocessing of adding, when the player character acquires an itemexisting in the game world, the item to player character's possessingitem list, a processing of generating an event for saving a villagercharacter existing in the game world, etc. are performed. After theprocess in step S38, the process proceeds to step S39.

In step S39, it is determined whether or not the game data (i.e., thecharacter information data) is to be saved. Herein, a determination ismade depending on whether or not an operation of the player is present,or whether or not the predetermined event is generated. If “NO” in stepS39, that is, if the character information data is not saved, the gameprocessing is returned as it is. On the other hand, if “YES in step S39,that is, if the character information data is saved, all the characterinformation data stored in the character data storing area 284 of theWRAM 28 is read and written (overwritten) to the backup RAM 44 providedin the cartridge 16 in step S41, and then, the process returns the gameprocessing.

Furthermore, if it is determined the battle is not started in step S21shown in FIG. 8, it is determined whether or not an exchange event isgenerated in step S43 shown in FIG. 10. That is, it is determinedwhether or not the progress of the virtual game satisfies any one of theexchange starting conditions of the exchange table shown in FIG. 4. If“NO” in step S43, that is, if no exchange starting condition issatisfied, the process proceeds to step S71 shown in FIG. 11.

On the other hand, if “YES” in step S43, that is, if any one of theexchange starting conditions is satisfied, it is determined whether ornot the kind of the providing character corresponding to the exchangestarting condition is “at player's discretion” with reference to theexchange table in step S45. If “YES” in step S45, that is, if the kindof the providing character is “at player's discretion”, a providingcharacter out of the possessed characters is designated by the player instep S47, and then the process proceeds to step S59 shown in FIG. 11.For example, in step S47, a selection screen in which a list of thepossessed characters is displayed so as to select the providingcharacter is displayed on the LCD 18, and by viewing the selectionscreen, the player selects (designates) a desired providing character byoperating the operation switch 38. Hereinafter, for convenience inwriting, the character selected as the providing character is called asa “character X”.

If “NO” in step S45, that is, if the kind of the providing character isnot “at player's discretion”, it is determined whether or not thecharacter designated in the kind of the providing character is possessedwith reference to the exchange table in step S49. If “NO” in step S49,that is, if the character designated in the kind of the providingcharacter is not possessed, it is determined the character to beexchanged is not possessed, the game processing is ended as it is asshown in FIG. 9. On the other hand, if “YES” in step S49, that is, ifthe character designated in the kind of the providing character ispossessed, the character is rendered character X (i.e., designated asthe providing character), and it is determined whether or not the levelof the providing character is “any level” with reference to the exchangetable in step S51.

If “YES” in step S51, that is, if the level of the providing characteris “any level”, the process directly proceeds to step S55. On the otherhand, if “NO” in step S51, that is, if the level of the providingcharacter is not “any level”, it is determined whether the character Xsatisfies the level of the providing character in step S53. That is, itis determined whether or not the level included in the characterinformation data of the character X is the same as that of the providingcharacter.

If “NO” in step S53, that is, if the character X does not satisfy thelevel of the providing character, it is determined the character X isnot exchangeable, and then, the game process is returned as it is. Onthe other hand, if “YES” in step S53, that is, if the character Xsatisfies the level of the providing character, the process proceeds tostep S55.

In step S55, a confirmation message asking, “IS CHARACTER XEXCHANGEABLE?” is displayed on the LCD 18. Then, it is determinedwhether or not the player desires to exchange the player character X instep S57. That is, it is determined whether or not the player consentsto exchange the character X by operating the operation switch 38.

If “NO” in step S57, that is, if the player does not desire to exchangethe character X, the game process is ended as it is. On the other hand,if “YES” in step S57, that is, if the player desires to exchange thecharacter X, the process proceeds to step S59 shown in FIG. 11.

Thus, the player is inquired whether or not the character X is to beexchanged, and therefore, it is possible to prevent the character thatis not intended by the player from being erroneously exchanged.

Next, it is determined whether or not the kind of the required charactercorresponding to the exchange starting condition is “at player'sdiscretion” with reference to the exchange table in step S59. If “NO” instep S59, that is, if the kind of the required character is not “atplayer's discretion”, the process directly proceeds to step S63.However, if “YES” in step S59, that is, if the kind of the requiredcharacter is “at player's discretion” in step S61, the kind of therequired character is designated by the player, and then, the processproceeds to step S63. In step S61, for example, the selection screen onwhich a list of all (or main) characters appearing in the game isdisplayed so as to cause the player to select an arbitrary characterfrom the list is displayed on the LCD 18, and the player selects(designates) a desired required character by viewing the selectionscreen.

In step S63, it is determined whether or not the level of the requiredcharacter corresponding to the exchange starting condition is “atplayer's discretion” with reference to the exchange table. If “NO” instep S63, that is, if the level of the required character is not “atplayer's discretion”, the process directly proceeds to step S67. On theother hand, if “YES” in step S63, that is, if the level of the requiredcharacter is “at player's discretion”, the level of the requiredcharacter is designated by the player in step S65, and then, the processadvances a process to step S67. The designation of the level of therequired character is approximately the same as the designation of thekind of the character in above-described steps S47 and S61, andtherefore, a detailed description is omitted herein.

In step S67, each of the providing character information 1, providingcharacter information 2, exchange condition 1, and exchange condition 2are set (determined). That is, providing character information 1 andproviding character information 2 are stored in providing characterinformation area 280, and exchange condition 1 and exchange condition 2are stored in exchange condition data area 282. Then, the exchangeableflag is turned on (set to 1) in step S69, and then, the game processingis returned as shown in FIG. 9. In this embodiment, the kind ofcharacter X is set to the providing character information 1, the levelof character X is set to providing character information 2, the kind ofthe required character is set to exchange condition 1, and the level ofthe required character is set to the exchange condition 2 in step S67.That is, the kind and level of the providing character and the requiredcharacter are respectively set according to a designation by the playeror a definition of the exchange table.

Furthermore, if it is determined the exchange starting condition is notsatisfied in step S43 shown in FIG. 10, the process proceeds to FIG. 11,and then, it is determined whether or not the exchange ending conditionis satisfied in step S71. If “NO” in step S71, that is, the exchangeending condition is not satisfied, the game process is directlyreturned. On the other hand, if “YES” in step S71, that is, if theexchange ending condition is satisfied, the providing characterinformation and the exchange condition are cleared in step S73, theexchangeable flag is turned off (set to 0) in step S75, and then, thegame processing is returned.

Furthermore, when starting the character exchange processing in step S9shown in FIG. 7 is started, a processing of searching and connectingwith the communication destination described later is executed in stepS81 (see FIG. 18, FIG. 19, and FIG. 20). Next, in step S83, it isdetermined whether or not the user's mobile game apparatus is the parentdevice. That is, it is determined whether or not a communication isestablished with another mobile game apparatus as the parent devicedepending upon whether or not a parent device flag is turned on. It isnoted that the parent device flag is a flag that is turned on when beingconnected with another mobile game apparatus as the parent device in thecommunication destination searching and connecting processing describedlater.

If “NO” in step S83, that is, if the user's mobile game apparatus is notthe parent device, it is determined whether or not the user's mobilegame apparatus is the child device in step S85. That is, it isdetermined whether or not a communication is established with anothermobile game apparatus as the child device depending upon whether or nota child device flag is turned on. It is noted that the child device flagis a flag that is turned on when being connected with another mobilegame apparatus as the child device in the communication destinationsearching and connecting processing described later.

If “YES” in step S85, that is, if the user's mobile game apparatus isthe child device, the process proceeds to step S117 shown in FIG. 14. Onthe other hand, if “NO” in step S85, that is, if the user's mobile gameapparatus is not the child device, determining that another gameapparatus does not exist within the communicable range or determiningthat the connection with another game apparatus fails, and then, thecharacter exchange processing is returned as shown in FIG. 13.

Furthermore, if “YES” in step S83, that is, if the user's mobile gameapparatus is the parent device, the providing character information 1and providing character information 2 of the communication destination(child device) are received in step S87. Next, in step S89, it isdetermined whether or no the providing character information 1 of thecommunication destination satisfies the exchange condition 1 set in theuser's mobile game apparatus.

If “NO” in step S89, that is, if the providing character information 1of the communication destination does not satisfy the exchange conditionset in the user's mobile game apparatus, a non-exchange request istransmitted to the communication destination in step S91, thecommunication is broken in step S93, and then, the character exchangeprocessing is returned. On the other hand, if “YES” in step S89, thatis, if the providing character information 1 of the communicationdestination satisfies exchange condition 1 set in the user's mobile gameapparatus, it is determined whether or not the providing characterinformation 2 of the communication destination satisfies the exchangecondition 2 set in the user's mobile game apparatus in step S95.

If “NO” in step S95, that is, if the providing character information 2of the communication destination does not satisfy the exchange condition2 set in the user's mobile game apparatus, the process proceeds to stepS91. On the other hand, if “YES” in step S95, that is, if the providingcharacter information 2 of the communication destination satisfies theexchange condition 2 set in the user's mobile game apparatus, anexchange request is transmitted to the communication destination in stepS97. Succeedingly, the providing character information 1 and theproviding character information 2 set in the user's mobile gameapparatus are transmitted to the communication destination in step S99.

Then, it is determined whether or not an exchange response from thecommunication destination is present in step S101. If “NO” in step S101,that is, if the exchange response is absent from the communicationdestination, it is determined whether or not a non-exchange response ispresent in step S103. If “NO” in step S103, that is, if the non-exchangeresponse is absent from the communication destination, no response fromthe communication destination is determined, and then, the processdirectly returns to step S99 so as to once again transmit the providingcharacter information 1 and providing character information 2 set in theuser's mobile game apparatus. On the other hand, if “YES” in step S103,that is, if the non-exchange response is present from the communicationdestination, the process proceeds to step S93.

It is noted that it is possible that the player is inquired (confirmed)whether or not to perform the exchange similarly to steps S128 and S129(see FIG. 14) described later successive to step S101.

Furthermore, if “YES” in step S101, that is, if the exchange response ispresent from the communication destination, the data (characterinformation data stored in the WRAM 28) of the character X (which isselected as the providing character in the above-described process insteps S45 to S57) is transmitted in step S105 shown in FIG. 13, and thedata is erased from each of the WRAM 28 and the backup RAM 44 in stepS107. Next, in step S109, the data of the character, i.e., the characterinformation data to be transmitted from the communication destination isreceived, and newly recorded (registered) in character data area 284 ofWRAM 28. It is noted that the character information data is newlyrecorded in the backup RAM 44 at a time of being saved as shown in stepsS39 and S41 in FIG. 9. Thus, the exchange of the characters in a casethat the user's mobile game apparatus is the parent device is executed.

Thereafter, the communication is broken in step S111, the exchangeableflag is turned off (set to 0) in step S113, and then, the providingcharacter information 1 and the providing character information 2,exchange condition 1, and exchange condition 2 are cleared in step S115.Then, in step S116, an image and attribute data (character name, level,and so on) of the character X erased in step S107 and a messageindicative of character X being erased are displayed, and an image andattribute data (character name, level, and so on) of the character newlystored in step S109 and a message indicative of the character beingnewly obtained are displayed, and then, the character exchangeprocessing is returned.

Furthermore, as described above, if it is determined that the user'smobile game apparatus is the child device in step S85, the providingcharacter information 1 and providing character information 2 set in theuser's mobile game apparatus are transmitted to the communicationdestination (parent device) in step S117 shown in FIG. 14. Next, it isdetermined whether or not the exchange request is received from thecommunication destination in step S119.

If “NO” in step S119, that is, if the exchange request is not receivedfrom the communication destination, it is determined whether or not thenon-exchange request is received from the communication destination instep S121. If “NO” in step S121, that is, if the non-exchange request isnot received from the communication destination, no response from thecommunication destination is determined, and then, the process directlyreturns to step S117 so as to once again transmit the providingcharacter information 1 and providing character information 2 set in theuser's game apparatus. On the other hand, if “YES” in step S121, thatis, if the non-exchange request is received from the communicationdestination, the communication is broken in step S131, and then, thecharacter exchange processing is returned as shown in FIG. 15.

If “YES” in step S119, that is, if the exchange request is received fromthe communication destination, the providing character information 1 andproviding character information 2 of the communication destination arereceived in step S123, and it is determined whether or not the providingcharacter information 1 of the communication destination satisfies theexchange condition 1 set in the user's mobile game apparatus in stepS125. If “NO” in step S125, that is, if the providing characterinformation 1 of the communication destination does not satisfy exchangecondition 1 set in the user's game apparatus, the non-exchange responseis transmitted to the communication destination in step S130, and then,the communication is broken in step S131, returning to the characterexchange processing.

However, if “YES” in step S125, that is, if the providing characterinformation 1 of the communication destination satisfies exchangecondition 1 set in the user's mobile game apparatus, it is determinedwhether or not the providing character information 2 of thecommunication destination satisfies the exchange condition 2 set in theuser's mobile game apparatus in step S127. If “NO” in step S127, thatis, if the providing character information 2 of the communicationdestination does not satisfy exchange condition 2 set in the user's gameapparatus, the process proceeds to step S130.

On the other hand, if “YES” in step S127, that is, if the providingcharacter information 2 of the communication destination satisfiesexchange condition 2 set in the user's mobile game apparatus, the playeris inquired (confirmed) whether or not to perform exchange in step S128.More specifically, the information (kind, level, and so on) of theproviding character of his own (character to be lost by the exchange)and the information (kind, level, and so on) of the providing characterof the communication destination (character to be obtained by theexchange), and a user name (based on UserName included in the parentpacket and the child packet) of the communication destination (theperson with whom the exchange is performed) are displayed on the LCD 18,so that the player is asked whether or not to perform the exchange.

Then, it is determined whether or not the player desires to exchange instep S129. When it is determined the player desires to exchange in stepS129 (it is determined that desiring the exchange is selected by aninput of operation switch 38), “YES” is regarded, the exchange responseis transmitted to the communication destination in step S133 shown inFIG. 15, and the data of the character, i.e., the character informationdata to be transmitted from the communication destination is receivedand newly stored (registered) in the character data area 284 of the WRAM28 in step S135. It is noted that the character information data isnewly registered in the backup RAM 44 at a time of being saved in thesame manner as the above-described case. When it is determined that theplayer does not desire to exchange in step S129, “NO” is regarded, andthen, the process proceeds to step S130.

Succeedingly, the data of character X, i.e., character information dataof the character X is transmitted to the communication destination instep S137, and the data of the character X (character information data)is erased from each of the WRAM 28 and the backup RAM 44 in step S139.Thus, the exchange of the characters in a case that the user's mobileapparatus is the child device is executed. Then, the communication isbroken in step S141, the exchangeable flag is turned off (set to 0) instep S143, the providing character information 1 and the providingcharacter information 2, exchange condition 1, and exchange condition 2are cleared in step S145, and then, the character exchange processing isreturned. Then, in step S146, an image and attribute data (name andlevel of the character, and so on) of the character X newly stored instep S135, and a message indicative of the character being newlyobtained are displayed, and an image and attribute data (name and levelof the character, and so on) of character X erased in step S139, and amessage indicative of the character X being erased are displayed, andthen, the character exchange processing is returned.

It is noted that as described above, by transmitting to the mobile gameapparatus of the communication destination the providing characterinformation 1 and the providing character information 2, the mobile gameapparatus of the communication destination that has received itdetermines whether or not exchange condition 1 and exchange condition 2of its own are satisfied in this embodiment. However, by transmittingexchange condition 1 and exchange condition 2 to the mobile gameapparatus of the communication destination, the mobile game apparatus ofthe communication destination that has received it may determine whetheror not the providing character information 1 and providing characterinformation 2 of its own are satisfied.

Furthermore, by transmitting to the mobile game apparatus of thecommunication destination all of the providing character information 1,the providing character information 2, exchange condition 1, andexchange condition 2, the mobile game apparatus of the communicationdestination which has received it may determine whether or not theproviding information of the other party satisfies the exchangecondition of its own, and whether or not the providing information ofits own satisfies the exchange condition of the other party.

Next, referring to FIGS. 16 to 20, a description of step S81, thecommunication destination searching and connecting process is made. Inthis process, the mobile game apparatus 10 operates so as to establish aconnection with another game apparatus as the parent device or the childdevice. In a case of attempting to establish a connection as the parentdevice, the mobile game apparatus 10 broadcasts broadcasting dataincluding data indicative of being connectable so as to search anothermobile game apparatus that exists within the communicationable range 64.If a connecting request is present from another mobile game apparatusthat has received the broadcasting data as the child device, the mobilegame apparatus 10 can establish a connection with the child device asthe parent device.

On the other hand, in a case of attempting to establish a connectionwith another game apparatus as the child device, the mobile gameapparatus 10 waits for a receiving of the broadcasting data from theparent device. Then, when receiving the broadcasting data from theparent device, by transmitting the connection request to the parentdevice in response thereto, a connection can be established with theparent device.

In such the communication destination searching and connecting process,each mobile game apparatus 10 alternately repeats a processing offunctioning as the parent device so as to search the child device and aprocessing of functioning as the child device so as to receive a searchfrom the parent device. More specifically, a predetermined period (Tcycle in FIG. 16) is rendered one cycle, one part of each cycle is aperiod (Tsp in FIG. 16) during which the mobile game apparatus functionsas the parent device, and the rest of the each cycle is a period (Tsc inFIG. 16) during which the mobile game apparatus functions as the childdevice. Herein, a connection can be established between the gameapparatus functioning as the parent device and the game apparatusfunctioning as the child device while a connection cannot be establishedbetween the game apparatus functioning as the parent device and the gameapparatus functioning as the parent device, and between the gameapparatus functioning as the child device and the game apparatusfunctioning as the child device. Therefore, in a case that a periodduring which the mobile game apparatus functions as the parent deviceand a period during which the mobile game apparatus functions as thechild device are fixed, it becomes impossible to establish a connectionbetween the two game apparatuses accidentally having the coincidentperiods with each other. To prevent such a problem, an allocation or anarrangement of the periods during which the mobile game apparatusfunctions as the parent device and during which the mobile gameapparatus functions as the child device per one cycle is changed atrandom. A method for changing the allocation at random is a“communication destination searching and connecting process (1)” asshown in FIG. 16 (A), and a method for changing the arrangement atrandom is a “communication destination searching and connecting process(2)” as shown in FIG. 16 (B).

Referring to FIG. 16 (A), in the communication destination searching andconnecting process (1), the allocation of the Tsp and the Tsc isdetermined at random described above. Rendering the period (one cycle)of the processing a fixed value of Tcycle (e.g., four seconds), thelength of the Tsc is determined to be a random value from 0 to Tcycle,and the length of the Tsp is determined to be the rest of the period ofthe Tcycle (Tcycle−Tsc). Furthermore, the Tsc and the Tsp are set inthis order during the Tcycle. The length of the Tsc is determined atrandom every time, and therefore, the length of the Tsp is alsodetermined at random. Thus, it is possible to avoid a case that themobile game apparatus cannot establish the connection with anothermobile game apparatus that exists within the communicationable range 64.It is noted that excessive shortness of the Tsp prevents the mobile gameapparatus from accurately searching another mobile game apparatus, andmay disable an establishment of the connection with another gameapparatus. Therefore, the required minimum period with respect to theTsp is determined, and if it is impossible to secure the same, the Tscmay be once again determined.

It is noted that although the Tsc and the Tsp are set in this orderduring the Tcycle in this embodiment, this is settable in the reverseorder thereto.

Referring to FIG. 16 (B), in the communication destination searching andconnecting process (2), the arrangement of the Tsp and the Tsc isdetermined at random as described above. That is, rendering the lengthof the Tsp a fixed value, a starting position of the Tsp within theTcycle is set at random. More specifically, as shown in FIG. 16 (B), inthe communication destination searching and connecting process (2), theT cycle (fixed value, i.e., four seconds in this embodiment) is providedwith Tsp determined to be the fixed value, and Tsc1 and Tsc2 that aredetermined at random so as to sandwich the Tsp between them. That is,within the Tcycle, the Tsc1, the Tsp and the Tsc2 are provided in thisorder. Furthermore, the length of the Tsc1 is determined at random from0 to (Tcycle−Tsp), and the length of the Tsc2 is determined bysubtracting from the Tcycle the Tsc1 that is determined at random andthe Tsp.

It is noted that the Tsc and the Tsp are set within the Tcycle in thisorder in this embodiment, and the starting position of the Tsp isdetermined at random, while in a case that the Tsp and the Tsc are setwithin the Tcycle in this order, the starting position of the Tsc may bedetermined at random.

FIG. 17 (A) is an illustrative view showing in detail a parent devicepacket broadcasted from the parent device to the child device. Theparent device packet has a field sync for storing synchronizing data atits head, and has a field PID for storing an identifying number PID ofthe game apparatus (parent device) subsequent to that synchronizing datafield sync. Subsequent to the field PID, a user name field UserName isformed. In the user name field UserName, a user name (player name)read-out from the EEPROM 54 (FIG. 1), which corresponds to “Taro”,“Ichiro”, etc. in this embodiment, is registered.

The parent packet successively includes fields Eflag, GameName, andPayload subsequent to the user name field UserName. The Eflag is dataindicative of being connectable with another mobile game apparatus(child device), and is a flag that is turned on when searching anothermobile game apparatus (child device) as the parent device, and is turnedoff during being connected with another mobile game apparatus (childdevice). The GameName is, as described above, the identifyinginformation of the game program stored in the ROM 42 of the cartridge 16connected to the game apparatus of the parent device.

In a Payload field Payload, substantive transmission data from theparent device to the child device is stored. More specifically, this isa field for transmitting a connection response transmitted from theparent device to the child device, the data of the providing characterinformation 1 and data of the providing character information 2 requiredat a time of the game data exchange processing, and transmitting thegame data required for the communication game, or the game data(character information data) to be exchanged, and a field for storingdata to be transmitted from the parent device to the child device.

FIG. 17 (B) is an illustrative view showing in detail a child devicepacket to be transmitted from the child device to the parent device. Thechild device packet includes a head field CID for storing an identifyingnumber of the game apparatus (child device), a user name field UserName,and a payload field Payload subsequent thereto. The user name filedUserName is information of the user name (player name) of the childdevice similarly to the above description. The payload field Payloadstores substantive transmission data from the child device to the parentdevice. More specifically, this is a field for storing a connectionrequest transmitted from the child device to the parent device, the dataof the providing character information 1 and data of the providingcharacter information 2 to be transmitted from the child device to theparent device, or the game data. By communicating between the parentpacket and the child packet, it is possible for the parent device andthe child device to know each other's user names.

Each mobile game apparatus 10 alternately repeats a transmission of theparent packet and a receiving of the child packet when functioning asthe parent device, and alternately repeats a receiving of the parentpacket and a transmission of the child packet when functioning as thechild device. In the communication destination searching and connectingprocess (1) and (2), during the TSP period, the mobile game apparatus 10repeatedly performs a process of broadcasting the parent packet andthen, attempting to receive the child packet (connection request) to betransmitted from another mobile game apparatus 10. Furthermore, duringthe TSC period, the mobile game apparatus 10 repeatedly performs aprocess of attempting to receive the parent packet transmitted fromanother game apparatus, and transmitting the child packet (connectionrequest) when succeeding in the receiving.

In addition, the mobile game apparatus 10 is driven by a battery, andtransmits broadcasting data for each predetermined time period (64 ms inthis embodiment) during which it functions as the parent device in orderto prevent waste of the battery. That is, a broadcast is intermittentlyexecuted.

It is noted that although omitted in the above-described characterexchange processing (FIG. 12 to FIG. 15), the providing characterinformation 1, the providing character information 2, and the game data(character information data) are stored in the payload field Payload ofthe parent device packet or the child device packet so as to beexchanged between the parent device and the child device.

A description is made on each of the communication destination searchingand connecting process (1) and the communication destination searchingand connecting process (2) by use of the flowcharts in detail.

FIG. 18 is a flowchart showing the communication destination searchingand connecting process (1). Referring to FIG. 18, when starting thecommunication destination searching and connecting process (1), the Tscis determined at random within a range of from 0 to the Tcycle in stepS151. Although not illustrated, the Tcycle is a fixed value, and adetermination of the Tsc causes a determination of the Tsp.

In following steps S153 to S163, a processing to be executed in theabove-described Tsc period for searching the parent device byfunctioning as the child device is performed. In steps S165 to S177, aprocessing to be executed in the above-described Tsp period forsearching the child device by functioning as the parent device isperformed.

In step S153, a search of the parent device is started. Although notillustrated, a timer circuit is started at this time. Next, it isdetermined whether or not the broadcasting data (data indicative of theEflag being turned on) indicative of the parent device being connectableis received in step S155.

If “YES” in step S155, that is, if the broadcasting data indicative ofthe parent device being connectable (parent device packet) is received,a connection request (child device packet) is transmitted to the parentdevice in step S157, and then, it is determined whether or not theconnection response from the parent device is received in step S159. If“NO” in step S159, that is, if the connection response is not receivedfrom the parent device, the process directly returns to step S157. Onthe other hand, if “YES” in step S159, that is, if the connectionresponse from the parent device is received, determining that aconnection is established with another mobile game apparatus as thechild device, the child device flag is turned on in step S161, and then,the communication destination searching and connecting process (1) isreturned.

It is noted that although omitted in FIG. 18, when the communicationdestination searching and connecting process (1) is started, the childdevice flag is turned off (reset) (the same is applied to the parentdevice to be described later).

On the other hand, if “NO” in step S155, that is, if no broadcastingdata from the parent device is received, or if the broadcasting datafrom the parent device is received, but the broadcasting data is notindicative of being connectable (Eflag is turned off), it is determinedwhether or not Tsc seconds have elapsed as a parent device searchingtime period, that is, a period for attempting to connect as the childdevice to another mobile game apparatus in step S163.

It is noted that it is determined whether or not the GameName of thebroadcasting data of the parent device is coincident with the GameNamestored in the ROM 42 of the cartridge 16 attached to the child device instep S155, and if they are not coincident with each other also, theprocess proceeds to step S163. This is true for a communicationdestination searching and connecting process (2) described later insteps S185 and S211 (see FIG. 19 and FIG. 20).

If “NO” in step S163, that is, if the Tsc seconds have not elapsed asthe parent device searching time period, the process directly returns tostep S155. On the other hand, if “YES” in step S163, that is, if the Tscseconds have elapsed as the parent device searching time period, asearch of the child device is started in step S165, that is, the timercircuit is reset and started, and the data indicative of beingconnectable (parent device packet in which Eflag is turned on) isbroadcasted in step S167.

Next, in step S169, it is determined whether or not a connection requestfrom the child device (child device packet) is received. If “YES” instep S169, that is, if the connection request from the child device isreceived, the connection response is transmitted to the child device instep S171, the parent device flag is turned on in step S173, and then,the communication destination searching and connecting process (1) isreturned. That is, the connection between another mobile game apparatusis established as the parent device.

On the other hand, if “NO” in step S169, that is, if the connectionrequest from the child device is not received, 64 ms is waited in stepS175, and in step S177, it is determined whether or not Tsp seconds haveelapsed as a child device searching time period, that is, a period forattempting to connect as the parent device to another mobile gameapparatus. If “NO” in step S177, that is, if the Tsp seconds have notelapsed as the child device searching time period, the process directlyreturns to step S167. On the other hand, if “YES” in step S177, that is,if the Tsp seconds have elapsed as the child device searching timeperiod, it is determined that the Tcycle period has elapsed, thecommunication destination searching and connecting process (1) isreturned. Waiting 64 ms in step S175 enables an intermittentbroadcasting transmission processing in step S167, and then, it becomespossible to lower power consumption.

FIG. 19 and FIG. 20 are flowcharts showing the communication destinationsearching and connecting process (2). Referring to FIG. 19, whenstarting the communication destination searching and connecting process(2), the Tsc1 is determined at random within a range of from 0 to(Tcycle−Tsp) in step S181. As described above, the Tcycle and the Tspare fixed values, and a determination of the Tsc1 causes a determinationof the Tsc2.

In following steps S183 to S193, a processing to be executed in theabove-described Tsc1 period for searching the parent device byfunctioning as the child device is performed. In steps S195 to S207, aprocessing to be executed in the above-described Tsp period forsearching the child device by functioning as the parent device isperformed. Furthermore, in steps S209 to S219, a processing to beexecuted in the above-described Tsc2 period for searching the parentdevice by functioning as the child device is performed.

In step S183, a search of the parent device is started. Although notillustrated, the timer circuit is started at this time. Next, in stepS185, it is determined whether the broadcasting data indicative of theparent device being connectable is received or not.

If “YES” in step S185, that is, if the broadcasting data indicative ofthe parent device being connectable is received, a connection request istransmitted to the parent device in step S187, and then, it isdetermined whether or not the connection response from the parent deviceis received in step S189. If “NO” in step S189, that is, if theconnection response from the parent device is not received, the processdirectly returns to step S187. On the other hand, if “YES” in step S189,that is, if the connection response from the parent device is received,determining that a connection is established as the child device withanother mobile game apparatus, the child device flag is turned on instep S191, and then, the communication destination searching andconnecting process (2) is returned as shown in FIG. 20.

It is noted that although omitted in FIG. 19, the child device flag andthe parent device flag are turned off when starting the communicationdestination searching and connecting process (2) similarly to thecommunication destination searching and connecting process (1).

On the other hand, if “NO” in step S185, that is, if no broadcastingdata from the parent device is received, or if the broadcasting datafrom the parent device is received, but the broadcasting data is notindicative of being connectable (Eflag is turned off), it is determinedwhether or not Tsc1 seconds have elapsed as a parent device searchingtime period, that is, a period for attempting to connect as the childdevice to another mobile game apparatus in step S193. If “NO” in stepS193, that is, if the Ts1 seconds have not elapsed as a parent devicesearching time period, the process directly returns to step S185. On theother hand, if “YES” in step S193, that is, if the Ts1 seconds haveelapsed as the parent device searching time period, a search of thechild device is started in step S195, that is, the timer circuit isreset and started, and the data indicative of being connectable isbroadcasted in step S197.

Next, in step S199, it is determined whether or not the connectionrequest from the child device is received. If “YES” in step S199, thatis, if the connection request is received from the child device, theconnection response is transmitted to the child device in step S201, theparent device flag is turned on in step S203, and then, thecommunication destination searching and connecting process (2) isreturned. That is, the connection with another mobile game apparatus isestablished as the parent device.

On the other hand, if “NO” in step S199, that is, if the connectionrequest from the child device is not received, 64 ms is waited in stepS205, and in succeeding step S207, it is determined whether or not Tspseconds have elapsed as the child device searching time period, that is,a period for attempting to connect as the parent device to anothermobile game apparatus. If “NO” in step S207, that is, if the Tsp secondshave not elapsed as the child device searching time period, the processdirectly returns to step S197. On the other hand, if “YES” in step S207,that is, if the Tsp seconds for searching the child device have elapsedas the child device searching time period, a searching of the parentdevice is started in step S209 shown in FIG. 20. At this time, the timercircuit is reset and started.

Next, in step S211, it is determined whether or not the broadcastingdata indicative of the parent device being connectable is received. If“YES” in step S211, that is, the broadcasting data indicative of theparent device being connectable is received, the connection request istransmitted to the parent device in step S213, and then, it isdetermined whether or not the connection response from the parent deviceis received in step S215. If “NO” in step S215, that is, if theconnection response from the parent device is not received, the processdirectly returns to step S213. On the other hand, if “YES” in step S215,that is, if a connection response from the parent device is received,determining that a connection is established as the child device withanother mobile game apparatus, the child device flag is turned on instep S217, and then, the communication destination searching andconnecting process (2) is returned.

On the other hand, if “NO” in step S211, that is, if no broadcastingdata is received from the parent device, or if the broadcasting datafrom the parent device is received, but the broadcasting data is notindicative of being connectable (Eflag is turned off), it is determinedwhether or not Tsc2 seconds have elapsed as the parent device searchingtime period in step S219. If “NO” in step S219, that is, if the Tsc2seconds have not elapsed as the parent device searching time period, theprocess directly returns to step S211. On the other hand, if “YES” instep S219, that is, if the Tsc2 seconds have elapsed as the parentdevice searching time period, determining that the Tcycle period haselapsed, the communication destination searching and connecting process(2) is returned.

According to this embodiment, it is possible to automatically exchangecharacters having coincident exchange conditions by the radiocommunication, and therefore, this eliminates a trouble of negotiatingwith player's acquaintance for exchanging the characters, and so forth.That is, it is possible to exchange the game data with ease.

Furthermore, the person with whom the user exchanges the characters isnot limited to his acquaintance, and therefore, if the player goes towherever people gather, it is possible to increase the possibility ofexchanging the characters, and hence, it is possible to improve anentertainment aspect of the game.

It is noted that although a description is only made on the game systemutilizing the mobile game apparatus in this embodiment, it is possibleto use a portable terminal such as a portable phone, a PDA, etc. havinga game function in place of the mobile game apparatus.

Furthermore, one providing character and one exchange condition are setas the exchange condition to be set at a time in this embodiment.However, a plurality of providing character information are set at onetime, and the exchange condition for each providing characterinformation may be set. That is, a plurality of game data out of thegame data possessed by the player himself are set as the providing gamedata, the exchange condition is set for each providing game data. Thismakes it possible to set a plurality of the exchange conditions at onetime, to heighten the possibility of being coincident with anotherplayer's exchange condition, and heighten a possibility of executing theexchange of the game data.

In this case, assuming that a plurality of providing characters arerespectively set to a game apparatus A and a game apparatus B, and theexchange condition is set for each providing character, for example.When characters are exchanged between the game apparatus A and the gameapparatus B, a set of the exchange condition of the game apparatus A andthe providing character of the game apparatus B that satisfies thecondition is picked. Then, with respect to the set of the exchangecondition of the game apparatus A (exchange condition a) and theproviding character of the game apparatus B (providing character b) thathave been picked, it is determined whether or not the providingcharacter of the game apparatus A (providing character a) to which theexchange condition is set satisfies the exchange condition of the gameapparatus B (exchange condition b) that is set against the providingcharacter b, and if they are coincident with each other, the providingcharacter a and the providing character b are exchanged.

In addition, although the kind and level of the character are designatedas the providing character information and the exchange condition inthis embodiment, there is no need to be limited thereto. That is, onlythe kind of the character may be designated, or the kind of thecharacter is not designated but the level thereof may be designated. Inaddition, it is possible that the information to be designated isinformation except for the kind and level of the character.

Furthermore, in this embodiment, the parent device broadcastspredetermined information, then, establishes a connection with the childdevice that has received it, and then transmits and receives informationfor identifying the exchange condition. However, information foridentifying the exchange condition (information (kind and level) of theproviding character and information (kind and level) of the requiredcharacter in the above-described embodiment) may be included in thebroadcasting data to be transmitted from the parent device. Then, thechild device that has received the broadcasting data applies aconnection request to the parent device only when the informationsatisfies the information of the providing character and exchangecondition of its own with referring to the information of the providingcharacter and the required character, etc. included in the broadcastingdata.

Still furthermore, it is appropriate that although the providing gamedata and the exchange condition are set when the progress of the gamesatisfies the predetermined condition on the basis of the exchange tablein this embodiment, the player sets the providing game data and theexchange condition whenever he wants.

In addition, it is appropriate that although the character exchangeprocessing (in S9 in FIG. 7) is executed parallel to the execution ofthe game processing (in S5 in FIG. 7) in this embodiment, only thecharacter exchange processing is executed when the game processing isnot performed. In this case, since the LCD 18 need not be displayedexcept for the process for confirming player's will to exchange and theprocess for displaying the information as to the exchanged game datawhen the exchange is performed, a power supply to the LCD 18 is shut off(a display of the LCD 18 is turned off by setting the value of theregister to 0), and the CPU core 22 performs the character exchangeprocessing. Then, it is appropriate that when the process for confirmingthe player's will to exchange is performed (in steps S128 and S129 inFIG. 14) and the process for displaying the information of the exchangedcharacter (in step S116 in FIG. 13 and in step S146 in FIG. 15) areexecuted, by setting the value of the electric power supply register to1, the power supply to the LCD 18 is performed to display the screen forconfirming the exchange and the information of the exchanged character.This enables the player to continue to search a person who has acoincident exchange condition by executing the character exchangeprocessing with the game apparatus in his bag, pocket, and so on whiledue to the display of the LCD 18 being tuned off, it is convenient for apower savings. It is appropriate that considering such a situation, whenthe display of the LCD 18 is turned on, by outputting a sound (music)from the game apparatus 10 or by vibrating the game apparatus 10 with avibration function, the player is informed of the fact.

Furthermore, it is appropriate that even if a character is set to be theproviding character, when the character is selected as a character to beused in the game processing (FIG. 8 and FIG. 9), the providing characterneeds not to be an exchangeable object. That is, with respect to thecharacter selected by the player before the game as the character to beused in the game processing, even if the character is set to be theproviding character, it is regarded that the character is not set to bethe providing character in the character exchange processing (see FIG.12 to FIG. 15), the character is eliminated from the processing.

Although the present invention has been described and illustrated indetail, it is clearly understood that the same is by way of illustrationand example only and is not to be taken by way of limitation, the spiritand scope of the present invention being limited only by the terms ofthe appended claims.

What is claimed is:
 1. A method for performing wireless radiocommunication, the method comprising: alternately repeating thefunctioning of an apparatus in a first mode and in a second mode,wherein the first mode includes the apparatus broadcasting data capableof being received by other apparatuses functioning in the second mode;wherein in the second mode, broadcasted data from other apparatusesfunctioning in the first mode is receivable by the apparatus; andwherein the length of the period in which the apparatus functions in thefirst mode and/or the length of the period in which the apparatusfunctions in the second mode is/are determined at random.
 2. The methodof claim 1, wherein the length of the period in which the apparatusfunctions in the first mode and/or the period in which the apparatusfunctions in the second mode is/are determined at random once per cycle.3. The method of claim 1, wherein one of the first and second modes isperformed for a fixed length of time, and the other of the first andsecond modes is performed for a random length of time.
 4. The method ofclaim 1, wherein each alternation between the first and second modes isautomatic.
 5. The method of claim 1, wherein the determination(s) of thelength(s) of the period(s) is/are made independently of otherapparatuses.
 6. The method of claim 1, wherein the second mode includesthe apparatus sending responding data in response to reception ofbroadcasted data, to another apparatus that sent the receivedbroadcasted data.
 7. The method of claim 1, further comprising afterfinding another apparatus by broadcasting data in the first mode orreceiving broadcasted data in the second mode, establishing a connectionwith the found apparatus.
 8. The method of claim 1, wherein data isintermittently broadcasted plural times by the apparatus during at leastone repetition of the first mode.
 9. An apparatus, comprising: awireless transceiver; at least one processor configured to cooperatewith the wireless transceiver and cause the apparatus to at leastalternately repeat functioning in a first mode and in a second mode,wherein the first mode is configured to cause the apparatus to at leastbroadcast data capable of being received by other apparatusesfunctioning in the second mode; wherein in the second mode, broadcasteddata from other apparatuses functioning in the first mode is receivableby the apparatus; and wherein the length of the period in which theapparatus is caused to function in the first mode and/or the length ofthe period in which the apparatus is caused to function in the secondmode is/are determined at random.
 10. The apparatus of claim 9, whereinthe length of the period in which the apparatus is caused to function inthe first mode and/or the period in which the apparatus is caused tofunction in the second mode is/are determined at random once per cycle.11. The apparatus of claim 9, wherein one of the first and second modesis performable for a fixed length of time, and the other of the firstand second modes is performable for a random length of time.
 12. Theapparatus of claim 9, wherein the at least one processor is configuredto make each alternation between the first and second modesautomatically.
 13. The apparatus of claim 9, wherein the apparatus isconfigured to make the determination(s) of the length(s) of theperiod(s) independently of other apparatuses.
 14. The apparatus of claim9, wherein the second mode is further configured to cause the apparatusto at least send responding data in response to reception of broadcasteddata, to another apparatus that sent the received broadcasted data. 15.The apparatus of claim 9, wherein the at least one processor is furtherconfigured to cause the apparatus to, after finding another apparatus bybroadcasting data in the first mode or receiving broadcasted data in thesecond mode, establish a connection with the found apparatus.
 16. Theapparatus of claim 9, wherein the first mode is further configured tocause data to be intermittently broadcasted plural times by theapparatus during at least one of its repetitions.
 17. A non-transitorycomputer readable storage medium tangibly storing instructions for usewith an apparatus including a processor and a transceiver configured toperform wireless radio communication, the instructions being executablein connection with the apparatus to provide functionality including atleast: alternately repeating the functioning of an apparatus in a firstmode and in a second mode, wherein the first mode includes the apparatusbroadcasting data capable of being received by other apparatusesfunctioning in the second mode; wherein in the second mode, broadcasteddata from other apparatuses functioning in the first mode is receivableby the apparatus; and wherein the length of the period in which theapparatus functions in the first mode and/or the length of the period inwhich the apparatus functions in the second mode is/are determined atrandom.
 18. The non-transitory computer readable storage medium of claim17, wherein the length of the period in which the apparatus functions inthe first mode and/or the period in which the apparatus functions in thesecond mode is/are determined at random once per cycle.
 19. Thenon-transitory computer readable storage medium of claim 17, wherein oneof the first and second modes is performed for a fixed length of time,and the other of the first and second modes is performed for a randomlength of time.
 20. The non-transitory computer readable storage mediumof claim 17, wherein each alternation between the first and second modesis automatic.
 21. The non-transitory computer readable storage medium ofclaim 17, wherein the determination(s) of the length(s) of the period(s)is/are made independently of other apparatuses.
 22. The non-transitorycomputer readable storage medium of claim 17, wherein the second modeincludes the apparatus sending responding data in response to receptionof broadcasted data, to another apparatus that sent the receivedbroadcasted data.
 23. The non-transitory computer readable storagemedium of claim 17, further comprising instructions executable toprovide functionality including after finding another apparatus bybroadcasting data in the first mode or receiving broadcasted data in thesecond mode, establishing a connection with the found apparatus.
 24. Thenon-transitory computer readable storage medium of claim 17, whereindata is intermittently broadcasted plural times by the apparatus duringat least one repetition of the first mode.